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This book provides everything players and Dungeon Masters need to play Dungeons & Dragons in Eberron—a war-torn world filled with magic-fueled technology, airships and lightning trains, where noir-inspired mystery meets swashbuckling adventure. Will Eberron enter a prosperous new age, or will the shadow of war descend once again?

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Published by Lemon143, 2023-08-06 18:28:41

DnD 5E - Eberron Rising from the Last War

This book provides everything players and Dungeon Masters need to play Dungeons & Dragons in Eberron—a war-torn world filled with magic-fueled technology, airships and lightning trains, where noir-inspired mystery meets swashbuckling adventure. Will Eberron enter a prosperous new age, or will the shadow of war descend once again?

Keywords: Dungeons and Dragons,DnD,Roleplay,RPG

DAASK NPCs Daask's lower ranks are made up of goblinoids, humans, shifters, and other humanoids recruited from the population of Sharn. The Droaamish soldiers that make up the core of the organization include changelings, gnolls, harpies, ogres, minotaurs, medusas, trolls, and other monstrous beings. Basilis.ks, cockatrices, death dogs, displacer beasts, and similar monsters are kept by Daask, though these creatures are usually used only within the Cogs. Some of Daask's most important members are these individuals: • Sora Katra is the ultimate leader of Daask, but as one of the Daughters of Sora Kell, she remains in Droaam. The hag stays in contact with all of her main subordinates by magic and keeps a detailed ledger of the group's activities. • Cavallah is a disciplined female oni and the current leader of the Daask cell in Sharn. She is the mastermind of the organization's machinations against the Boromar Clan, a scholar obsessed with studying Sharn's manifest zone, and a devoted servant of Sora Katra. The oni wears a hag eye (see "Hags" in the Monster Manual) that enables Sora Katra to both see and hear what occurs in her presence. • Barash, a male medusa, is Cavallah's right hand. He is a specialist in diplomacy and intimidation whom Cavallah trusts to monitor the members of Daask and maintain morale. Ash is a female human priest of the Shadow. As the most powerful and beloved of Daask's priests, she runs the Temple of the Six. Some worry that Ash plans to challenge Cavallah for leadership, which could cause a rift in the organization's membership. • The gnoll Keshta commands a small unit of elite gnoll commandos. Disciplined and ruthless, these soldiers are often called upon to carry out retaliatory strikes against those who defy Daask. Zaeran, an elf werewolf, is a recent arrival to Sharn. He's one of the sons of the Droaamish warlord Zaeurl. Zaeran has come to the city with a small group of wererats and werewolves, and has an agenda known only to himself and Sora Katra. COG HUB Daask members congregate in safe houses that are hard to find and easy to defend or escape from. The most popular gathering location is a Cog hub. The dark, twisting halls of these underworld hot spots are familiar to Daask members and confusing to their enemies. A Cog hub's tight passages have plenty of choke points, forcing one-on-one confrontations in which Daask's powerful monsters often have the advantage. Daask also uses Cog hubs to stash bodies, drugs, or prisoners. Trying to find a Daask hub in the Cogs is an adventure in itself. Most members are understandably tight-lipped about the location of their meeting and hiding places. Once the characters know a hub's location, they still must navigate the mazelike Cogs to find the place. C HAPTER 4 I BUILDING EBERRON ADVENTURES COG HUB FEATURES The Cog hub shown in map 4.13 could be a Daask location, or it could be any Sharn underworld location you need it to be. Several crafted and natural labyrinthine passages no more than 10 feet wide lead to the main chamber. Many of these passages connect with stairs, ladders, and wells that lead higher or lower in the Cogs, in addition to small chambers that could be ambush points, temporary quarters for criminals or squatters, or places to lay a trap or place an alarm trigger. These passages converge into a single large chamber that can hold a large group for meetings and serve as a temporary safe house or a place to stash contraband. When criminals occupy the area, at least one guard is always on duty, and typically there is one guard at every entrance to the chamber. Smaller rooms with heavy iron doors adjoin the largest chamber. These rooms can serve as holding cells for captives, vaults for valuables, or hiding spots. COG HUB ADVENTURES The Cog Hub Adventures table offers reasons why your characters might need to visit such a location. In addition, the characters could meet with a Daask patron in a Cog hub. Coe Hus ADV ENTU RES dlO Adventure Goal Obtai n samples of dragon's blood hidden in the Cog hub. 2 Infi ltrate a Daask meeting to d iscover the next Boromar Clan holding they plan to target. 3 Captu re a Daask worg and replace it with a worg loyal to the Boromar Clan. 4 Sniff out a traitor among Daask lieutenants. 5 Escape the Cog hub after being captured by Daask forces. 6 Kick out sq uatters to get the Cog hub ready to serve as a Daask safe house. 7 Assault Daask members meeting in the Cog hub to d isrupt the organization. 8 Defend a Daask Cog hub from a Boromar Clan attack. 9 Rescue an injured Daask soldier hidden inside a Cog hub that has been taken over by the Boromar Clan. 10 Place a lethal trap in a Cog hub, to be triggered the next time Daask forces enter the place. DAASK VILLAINS If Daask villains want something, they take it, and they destroy anything that gets in their way. Though some members of the organization are brutes, many are more cunning than they appear. Often what seems to be random violence might be motivated by something other than greed and cruelty. Examples of Daask villains appear on the Daask Villains table.


"' 0 u g z 8 1 square = 5 feet i5 MAP 4.13: CoG liue The Hub CHAPTER 4 I BUILDING EBERRON ADVENTURES 2 51


OAASK VI LLAINS d6 Villain Several harpies travel to the upper wards and use their luring songs to make rich people fall to their deaths. The harpies pick the corpses for val uables. 2 A pack of gnolls rampages through the lower wards, killing any halflings they come across. The gnolls take the halflings' ears as trophies. 3 A shifter priest of the Devourer wants to crash Skyway by performing a ritual to create a cataclysmic storm. Sacrifices to the Devourer fuels the ritual. 4 A changeling agent of Daask seeks to frame the Tyrants for attacks on the Boromar Clan, driving a wedge between the two organizations. 5 A wererat priest of the M ockery starts a cult in Lower Dura, teaching its followers the arts of assassination. 6 A gargoyle sharpshooter conti nually finds new vantage points in the upper wards from where it can assassinate targets in the middle and lower wards. DAASK CAMPAIGN THEMES On the surface, Daask appear to be nothing more complicated than a gang of violent monsters wreaking havoc in the worst parts of the city. If you want, this can be the only role they play in a campaign: a ready source of sudden violence. Low-level characters might work with the Sham Watch or the Boromar Clan to curtail Daask muggings and raid dreamlily houses. This crusade against Daask will escalate as the adventurers become more powerful; Daask will unleash ever more powerful monsters, and its forces might start targeting the adventurer's allies and loved ones. Those attacks won't end until the adventurers delve deep into the Cogs and defeat Cava11ah herself. Another option is to delve deeper into the motives of Daask, to explore the idea that these monsters aren't as savage as they appear. The elite members of Daask are --THE-- SM��� � �o� �s�r�v� MONSTROUS DECEPTION Monsters are infiltrating our city! Though the Sham Watch acts as though Daask is a problem only for Malleon's Gate, and not a threat to law-abiding citizens, there is clear cunning in the criminal cabal's actions. Their recent attacks have targeted properties throughout the lower wards, all owned by a certain halfling family, as ifDaask were attempting a violent takeover of Sham's underworld. Once these monsters control the city's crime, what will they do next? C HAPTER 4 I BUILDING EBERR.ON ADVENTURES spies, soldiers, and saboteurs using their criminal activities as a cover for their true agenda. What is Sora Katra rea1ly trying to accomplish in Sham? This question ties to how you decide to use the Daughters of Sora Ke11, described earlier in this chapter. Do the Daughters simply want to ravage their enemies? Or, guided by the oracular visions of Sora Teraza, are they actually working toward some greater good? For instance, Daask agents could break into the vaults and workshops of dragonmarked houses and discover secret projects forbidden by the Treaty of Thronehold. They could clash with spies of foreign powers in Sham, or pursue ancient artifacts in the ruins below the city to keep them out of others' hands. Dreamlily is relatively safe; dragon's blood is not. Its effects are intentionally unpredictable, and you can take this idea wherever you like. Could drinking dragon's blood cause someone to develop a dragonmark? Could it turn addicts into crazed, draconic creatures? Is Daask simply selling it to make money, or is the drug's introduction part of a grander plan? Neither the Boromar Clan or the dragonmarked houses have been able to learn anything important about dragon's blood. Daask can also serve as a group patron for a party of adventurers, as described in chapter 1. The Daask Assignments table provides objectives for adventurers working with the organization, and the discussion of crime syndicates in chapter 1 includes additional ideas for parties with a crime syndicate patron. 0AAS K ASS IGNM E NTS d6 Assignment Convince several new businesses in the lower wards to pay protection fees to Daask. 2 Cause as much death and destruction as possible inside a Boromar-owned establishment. 3 Guard a priest of the Dark Six as he preaches the word of the M ockery on the street. 4 5 Assassinate a member of the Boromar Clan. Convince a dragon marked noble to offer the house's services to Daask for free. 6 Mug someone to steal a magic item in their possession. DAASK ADVENTURE HOOKS The Daask Adventure Hooks table presents ideas for additional adventures themed around Daask. DAASK ADVENTURE HOOKS d4 Adventure Hook Daask harpies raid a Skyway mansion and tear the place apart looking for a Boromar Clan member. 2 People who take dragon's blood begin turning to stone, and no one can figure out why. 3 Cavallah annou nces a contest within the organization, promising a valuable magic item to whichever Daask soldier kills the most members of the Boromar Clan. 4 Ash chal lenges Cavallah for control of Daask, creating a schism that erupts into a violent gang war.


HOUSE TARKANAN Long ago, the dragonmarked houses sought to exterminate the bearers of aberrant dragonmarks (described in chapter 1). Today, those who carry aberrant dragonmarks are still treated with fear and suspicion. During the Last War, the King's Dark Lanterns of Breland trained a team of covert operatives who all bore aberrant marks. Considered expendable, this group was sent on one suicide mission after another. After half its members died in the field, the survivors turned on their masters. Six years ago, they fled to Sham and founded House Tarkanan. The group takes its name from Lord Halas Tarkanan, who fought the dragonmarked houses long ago and used his aberrant dragonmark to destroy Old Sham. The smallest of the four criminal organizations described here, House Tarkanan has no interest in claiming territory or dominating the criminal underworld. The house takes neither side in the war between the Boromar Clan and Daask, and it will not assassinate high-ranking members of either organization. In other matters, it sells its services to all who have the gold to pay for them. House Tarkanan's top priority is using its wealth to protect, train, and care for people who have aberrant marks. The leaders of the house are pragmatists and soldiers, and they train their recruits to be warriors and thieves. Despite its name, House Tarkanan is not a dragonmarked house; it has taken the name to mock its enemies, and it doesn't have the recognition, power, or resources of a dragonmarked house. In fact, many members of House Tarkanan hate the dragonmarked houses for being prejudiced against their kind and fear that they will instigate a second purge of aberrant marks. Others are more idealistic, and see the growing power of the houses as a threat to all of the nations of Khorvaire. HOUSE TARKANAN OPERATIONS House Tarkanan provides two basic services to clients: theft and murder. Fees for jobs are based on the task's complexity and riskiness; a simple cutpurse contract costs far less than the assassination of a Sham Watch captain in Skyway. What differentiates the assassins of House Tarkanan from those of House Phiarlan and Thuranni is their accessibility. The dragonmarked houses sell their services only to a select list of wealthy and powerful clients, and they can pursue contracts anywhere in Khorvaire. Conversely, anyone with enough gold can hire House Tarkanan's assassins, but they take jobs only within Sham. HOUSE TARKANAN NPC s Because House Tarkanan helps all those who have aberrant dragonmarks, the organization has allies across a wide range of society, from beggars to nobles. Some of the organization's most important people are these: • Thora, a female human, has the ability to sense mystical energies-a gift that enables her to identify others with aberrant marks. She founded the organization and serves as its leader. While she uses the name Thora Tarkanan among her compatriots, she has established herself as Thora Tavin among the wealthy elite of Sham and has cultivated relationships with many influential people. • Rotting Bal is one of Thora's most trusted lieutenants. A male elf, Bal was part of the original squad of aberrant commandos. He's an exceptional martial artist whose skills are enhanced by his mark. • Zae is a female halfiing who has the power to speak to and control vermin. Though she's no warrior, her gift helps the house gather information. HOUSE TARKANAN VILLAINS Some House Tarkanan villains are obsessed with bringing down the dragonmarked houses. Others are willing to take innocent lives if doing so means saving one person with an aberrant mark. Sample villains appear on the House Tarkanan Villains table. HOUSE TARKANAN VI LLAI NS d4 Villain A member of House Tarka nan murders members of dragon marked houses, reducing her victims to smoldering piles of ash. 2 Driven mad by his aberrant dragon mark, a dwarf becomes obsessed with destroying Sharn in the same manner that Halas Tarkanan col lapsed Old Sharn. 3 A House Tarka nan half-elf kidnaps children with aberrant marks, believi ng the organization is better su ited to bring up the children than their parents. 4 A House Tarkanan mage starts d rinking the blood of dragonmarked nobles, believing it will i ncrease the strength of his aberrant mark. HOUSE TARKANAN CAMPAIGN THEMES As assassins for hire, the members of House Tarkanan can appear in a campaign as agents of other enemies of the adventurers. But they can also play a central role in a campaign. To use House Tarkanan as a recurring villain, you can stress its ruthlessness and emphasize its hatred of the dragonmarked houses. If any of the adventurers have ties to one of the houses, this confrontation could begin with a number of small attacks against the adventurer or their friends. Over time, these actions could escalate. In addition, you could build a story around Thora Tarkanan's quest to discover the secrets of aberrant dragonmarks. Long ago, Halas Tarkanan and the Lady of the Plague possessed marks so powerful that they could destroy cities. Can Thora find a way to amplify her own power in the ruins of Old Sham? If one or more of the adventurers has an aberrant dragonmark, House Tarkanan can also serve as a group patron for a party of adventurers, as described in chapter l. The House Tarkanan Assignments table provides hooks for adventurers who are working with the organization, and the discussion of crime syndicates in chapter 1 includes additional ideas. C HAPTER 4 I BUILDING E BERRON ADVENTURES 2 53


2 54 HOUSE TARKANAN ASSIGNM ENTS d4 Assignment Steal a satchel fu ll of research on the War of the Mark, carried by a wizard who works at Morgrave University. 2 Kill a Karrnathi warlord who is visiting Sharn, and make it look like an accident. 3 Kill a target before she signs her last will and testament to assign her property to a new heir. 4 Rescue a dreaml ily dealer with an aberrant mark who has been captured by the Sharn Watch. HOUSE TARKANAN ADVENTURE HOOKS The House Tarkanan Adventure Hooks table presents ideas for adventures themed around House Tarkanan. HOUSE TARKANAN ADVENTURE HOOKS d4 Adventure Hook House Tarkanan disturbed the dead during an expedition to Old Sharn, causing undead to terrorize the city above. 2 House Tarkanan declares war on the dragon marked houses in Sharn and begins killing nobles in the streets. Many of the houses' busi nesses in the city are shut down as fear spreads. 3 A victim who was kil led by a House Tarkanan assassin retu rns as an undead that tries to kill anyone who bears an aberrant mark. 4 House Tarkanan steals a key that can disable a ticking time bomb created by an artificer. THE VOICE OF ��(LAN � ASSASSI NS ON THE LOOSE! It is common knowledge that those with aberrant marks can't be trusted. It's not their fault; they're touched by Khyber, and the Dragon Below twists their minds. All aberrants will eventually become killers. And though I can see the appeal in using these creatures as weapons against our enemies, how could we bring such vipers into our midst? According to a high-ranking source in the King's Citadel, this secret operation predictably ended in disaster. After a few missions, the strike force slew their handlers and deserted, disappearing into the criminal underworld. They could be anywhere. There can be no clearer sign that it's time to bring down the monarchy and institute a government that is chosen by and answerable to the common people! C HAPTER 4 I BUILDING EBERRON ADVENTURES THE TYRANTS No criminal guild in Sharn is more shrouded in mystery than the Tyrants. This organization of changelings deals in secrets and lies, selling forgeries, running long cons, and treating identities as a commodity. The Tyrants have spies throughout the city, even in places where they have no current plans or contracts. The organization gathers as many secrets as possible, then sells that information to the highest bidder, uses it for blackmail, or stores it for a time when it becomes useful. The Tyrants have been operating in Sharn for over three hundred years from a base of operations in the Dragoneyes district, in Lower Tavick's Landing. They have agents spread across the city. A beggar, a bartender, or a courtier could actually be a persona crafted by a Tyrant changeling. The Tyrants have a long-standing truce with the Boromar Clan and don't take a side in the halfling family's conflict with Daask. TYRANTS OPERATIONS The Tyrants are master grifters, conducting a host of short and long cons throughout the city. Much like the Boromar Clan, they have a general live-and-let-live relationship with the Sharn Watch. As long as the Tyrants focus their crimes on foreigners and tourists-and donate generously to the local Watch-the officers will look the other way. In addition to pursuing their own schemes for gold, Tyrant charlatans offer a host of services to their clients; they can help to frame innocents for crimes, or make it possible for a criminal to seem to be in two places at once, providing an ironclad alibi. The finest forgers in the city are in the ranks of the Tyrants, capable of duplicating anything from identification papers to works of art. Magewrights among the Tyrants have the ability to permanently alter someone's appearance. First and foremost, the Tyrants deal in information. They hoard secrets, and for the right price they can be persuaded to share what they know. Occasionally a Tyrant approaches someone with an offer of information in exchange for gold. TYRANTS NPC s Members of the Tyrants have a loose definition of identity. The majority of the members are changelings. They often maintain multiple identities, and a particular identity might be shared among a group of changelings. A captain in the Sharn Watch who is actually an agent of the Tyrants might be portrayed by a member of the Tyrants' inner circle in the morning, when he has to interact with a wide range of people. But when he goes offduty in the evening and keeping up the identity is an easier task, the role might be taken over by a young recruit. The following individuals are some of the Tyrant's most important identities: • Ek, often called Tyrant One, guides the inner circle of changelings that leads the organization. • Kilk is the city councilor for Lower Tavick's Landing and is a fictional persona created by the Tyrants, played by a variety of changelings at different times.


• The Spider is a changeling information broker who owns a cosmetics store called Honest Faces in the Dragoneyes district. This location is a common destination for people who want to purchase secrets from the Tyrants. Though the Spider often sells secrets for gold, sometimes it will trade its knowledge only for services or other secrets. TYRANTS VILLAINS The Tyrants are a covert force. They operate in the shadows, trade identities, and like to manipulate their enemies into fighting each other. Tyrant villains rarely show their true faces. Examples of Tyrants villains appear on the Tyrants Villains table. TYRANTS VI LLAINS d6 Villain 2 3 4 5 A changel ing rogue infiltrates adventuring parties to steal their magic items. A cabal of changelings shares an identity as a Sharn Watch captai n. They use the disguise to free crimi nals from prison. A changel ing assassin murders members of the Boromar Clan, Daask, and House Tarkanan, then takes on the identities of its victims. A changeling bard gathers incriminating information about members of the King's Dark Lanterns, then blackmails them. A Brelish changeling veteran of the Last War was distrusted by fellow soldiers because of the shapechanger's heritage. The veteran now exposes those soldiers' darkest secrets to their friends, fami lies, and employers. 6 A changel ing mage masquerades as a priest of the Si lver Flame and uses spells to send the religion's faithful "signs" from Tira Miron that encourage them to spy, steal, and kill for the Tyrants. TYRANTS CAMPAIGN THEMES The primary theme of the Tyrants is mystery. In dealing with the Tyrants, there is always a question of what is real and what the true objective actually is. With the Tyrants, anything could be a long con, and both allies and enemies may not be who they appear to be. The Tyrants have three objectives: acquiring gold, gathering secrets, and protecting the changelings of Sham. In working the Tyrants into a campaign, the first question is which of these objectives will take precedence. Are they primarily grifters, trying to squeeze as much profit as possible out of the situation? Are they mainly working to gather secrets, and to use those secrets to manipulate others? Or are they most concerned with helping other changelings, who are often with the objects of fear and suspicion? The Tyrants offer an easy way to provide adventurers with information. The Spider can be a strong ally for adventurers, and you can always arrange for an agent of the Tyrants to step out of the shadows with and offer to sell a secret. The Tyrants could also have a long-term sinister agenda-something they've been working on for generations, which is only coming to fruition now. Do they want to replace the entire city council of Sham, or are their aspirations even higher than that? In a campaign that examines this idea, the Tyrants might impersonate the patrons and allies of the adventurers, thereby tricking them into carrying out questionable tasks. The Tyrants can also serve as a group patron for a party of adventurers, as described in chapter 1, especially if the party includes one or more changelings. The Tyrants Assignments table provides hooks for adventurers working with the organization, and the discussion of crime syndicates in chapter 1 includes additional ideas. TYRANTS ASSIGNMENTS d6 Assignment 2 3 4 5 6 Kill an important figure without leaving evidence behind so a member of the Tyrants can replace the target. Steal a formal badge of office or uniform for a member of the Tyrants to use as part of an assumed identity. Act as bodyguards for a member of the Tyrants who is pretending to be an important figure. Assume new identities to infiltrate the Sharn Watch and steal criminal records. Use incrimi nating i nformation to blackmail a member of the city cou ncil. Find evidence that can be used to b lackmail a member of a dragon marked house. TYRANTS ADVENTURE HOOKS The Tyrants Adventure Hooks table presents ideas for additional adventures themed around the Tyrants. TYRANTS ADVENTURE HOOKS d6 Adventure Hook A friendly N PC dies in combat. The corpse reveals its true form to be that of a changel i ng. 2 A list of Tyrants agents and their identities exists somewhere in Sharn. Every legitimate and criminal organization in the city competes to find it. 3 The Shorn Inquisitive publishes an anonymous article accusing several members of the Sharn Watch, the city council, and the dragonmarked houses of being changel ing members of the Tyrants. The accused individuals vehemently deny the claims. 4 A shamed Brelish general of the Last War goes on a killing spree against changelings, claiming the Tyrants ru ined his life by exposing his extramarital affair. 5 A Sharn Watch captain being b lackmai led by the Tyrants has had enough. He publicly exposes his incriminating secrets, then offers a reward for information concerning the organ ization. 6 Roll on another organization's Adventure Hooks table; the Tyrants are secretly i nvolved in the situation. CHAPTER 4 I BUILDING E BERRON ADVENTURES 2 55


SHARN.WATCH A common viewpoint among the citizens of Sham is that in the upper wards, the Sham Watch works for the wealthy; in the middle wards, it works for the Boromar Clan; and in the lower wards, it doesn't work at all. This assessment is close enough to the truth. There's an important undercurrent in the situation, however. Although most officers of the Watch take bribes, that doesn't mean all of them don't care about their city and won't try to keep their communities safe; they do so because they see their benefactors as being an important part of the continued health of their community. For instance, those officers who take gold from the Boromar Clan believe that the Boromars help keep the city running and give the people what they want. But if some strangers in town break the law, they're just troublemakers who deserve to be run in. As another example, the guards of the Dura Bazaar have an understanding with the gang of pickpockets known as the Little Fingers. As long as the thieves target only tourists and foreigners, the Watch will dismiss any charges brought against them. Why should an officer of the Sham Watch care if some Aundarian with more gold than sense gets robbed? But if the Little Fingers pick on a local, they're asking for trouble. The relationship works both ways; the pickpockets are privy to things the Watch officers aren't, and they often warn the Watch about suspicious people or activities they witness. Watch officers do exist who are entirely crooked and care nothing for the law. At the other extreme, some officers are entirely honorable and place the law above C HAPTER 4 I BUILDING EBERRON ADVENTURES all else, and most of those are willing to risk their lives to save an innocent bystander from a rampaging Daask troll. But most members of the Watch are pragmatists who put the needs of their clients uppermost, the needs of the citizenry second, and generally don't take action against locals. The upshot of all this is that the Watch's response to a crime can vary significantly depending on the nature of the crime and where it's committed. As a rule, when a crime is committed in Skyway, any of the upper or middle wards, Lower Central, Lower Tavick's Landing, or Precarious, members of the Watch arrive to intervene and investigate as soon as possible. In Cliffside, Lower Menthis, and Lower Northedge, the few Watch members in these locations address crimes in order of priority. In Lower Dura and the Cogs, the Watch's reponse is typically very slow. SHARN WATCH DIVISIONS The discussion above primarily concerns the rank and file of the Sham Watch, the guards who walk the streets day in and day out and the officers who supervise them. The Watch also includes a few special divisions that could cross the paths of the adventurers. The Blackened Book is an elite core of abjurers and diviners, charged with investigating and containing magical threats. These wizards are highly dedicated to their work and their city, and generally don't take bribes. It's up to the higher-ups, however, to decide what missions to assign to the Blackened Book; if there's a case that a noble doesn't want investigated, it probably won't be.


The Guardians of the Gate came into being during the Last War to monitor the activities of foreign nationals and immigrants. Their duties have expanded since the surge of refugees into Sharn following the Mourning, and the Guardians of the Gate closely supervise the district of High Walls. The Guardians are chosen from among the best soldiers of the Watch and are devoted to their city. Many of them, however, place the safety of the city ahead of strict adherence to the law, and complaints are raised against them from time to time for unnecessary violence against refugees. The Redcloak Battalion is an exceptional unit of soldiers that is called upon if a situation calls for extreme military force. The Redcloaks are heroes of the Last War, and now that the fighting is over most of them don't appreciate being used as local police. The Redcloaks are absolutely faithful to Breland: they are willing to lay down their lives in the service of their nation. Trying to bribe a Redcloak is a good way to lose a hand. Like the Blackened Book, however, the Redcloaks are elite troops that act only when they're mustered by a captain of the Watch; typically, they won't be asked to respond to a situation if it's not in the interests of the Boromar Clan. The Redcloak Battalion is described in more detail in chapter 3. SHARN WATCH NPCs ���������- The Sharn Watch includes people from all walks of life: veterans of the Last War, retired adventurers, lifelong residents of the city, and immigrants who have become Brelish citizens. You can select from or roll on the Sharn Watch Races and Sharn Watch Personalities tables to generate a Watch NPC. There is a 75 percent chance the NPC is taking bribes from the Boromar Clan or another wealthy patron. This doesn't necessarily mean that the officer is willing to take a bribe from one of the adventurers. Some of the Sharn Watch's most important people are as follows: • Lord Commander Iyan ir'Talan is a male human in charge of the Sharn Watch. As long as the city's wealthy elite are content to keep Iyan in power, he does little more than maintain the status quo. • Commander Lian Halamar is a male halfiing who leads the garrison in the Daggerwatch district in Upper Dura. The Boromar Clan bribes Lian to make sure the Watch is away from the scene during their criminal activities. The Boromars are pressuring Lian to crack down on Daask, but he has no desire to put his officers in danger unnecessarily. Commander Belew Yorgan is a male dwarf who leads the Sword Point garrison in Middle Central. He does his best to serve the interests of the nobles and wealthy patrons in the Central Plateau, and as a result these wards are among the safest in Sharn. But Yorgan's loyalties are first and foremost to his purse, and the troops under his command serve whoever's paying the most. • Commander Silaena Caza! is a female elf who runs the Warden Towers garrison in Middle Menthis. Over a century of service, she has woven a net of graft and --THE-- SMA� n � nou �S�l�W� A LI FE OF WATCHFUL SERVICE Brelish folk often forget that the Guardians of the Gate have a civilian branch that handles administrative issues and special customs investigations. Tethyn Olar has led that arm of the Sharn Watch for more than a decade. Many immigrants owe their safe and comfortable lives in our city to this man, but claims have surfaced recently charging him with corruption, saying that he took money from immigrants in exchange for a faster path into Sharn. Olar has refuted those claims with this statement: "Look at the lower wards to see the vast number of poor immigrants the Gate allows to enter in the city. Those with wealth tend to be more responsible and quicker to put their paperwork together, but none with worthy cause to be here are barred." extortion across Menthis Plateau; she looks after those who pay their dues. Her mother was driven from House Phiarlan when she developed an aberrant dragonmark. Because of that treatment, Silaena harbors deep resentment for the dragonmarked houses and will occasionally take actions to inconvenience them. Thora Tavin of House Tarkanan is working to strengthen her relationship with Commander Caza!. • Commander Iyanna ir'Talan is a female human who commands the Black Arch garrison in Lower Tavick's Landing. The daughter of the Lord Commander, Iyanna is idealistic and honorable. She fights for the good of the common people. If the adventurers need an honest ally in the Watch, Iyanna is perhaps their best hope. Despite her father's best efforts to keep her from getting entangled in the criminal underworld, her actions have won her no friends among Sham's crime lords, and her life could be in danger despite her parentage. • Lady Warden Maira ir'Talan, a distant relative of the Lord Commander, leads the Blackened Book. A gifted diviner, Maira is a highly effective leader. What none know is that she's also an agent of the Dreaming Dark. Five years ago, a kalaraq quori (see chapter 6) named Tirashana implanted a mind seed in her thoughts. Maira continues to do her job while concealing any evidence of the Dreaming Dark's schemes. • Captain Daja Brei is a female human who commands the Guardians of the Gate. Daja firmly believes that the Guardians are all that stands between order and chaos in Sharn, and she acts with unbridled force if she believes a group or an individual threatens the city. C HAPTER 4 I BUILDING EBERRON ADVENTURES 2 57


• Captain Khandan Doi is a male dwarf who leads the Redcloak Battalion. Khandan is a local legend who served in the Brelish army throughout the Last War; he was knighted by the last king of Galifar and swore an oath to the first queen of Breland. He enjoys drinking and gambling. He takes discipline seriously, though, and expects his soldiers to show complete loyalty to their country and its king. Because of his experiences in the war, he has a deep dislike for Thranes and followers of the Silver Flame, but he rarely lets these feelings interfere with his duties. SHARN WATCH RACES d20 Race d20 Race Changeling 12-1 3 Halfli ng 2-4 Dwarf 14-1 6 H uman 5-6 Elf 17 Kalashtar 7 G nome 18 Shifter 8-9 Half-elf 1 9-20 Warforged 10-1 1 Half-ore SHARN WATCH PERSONALITI ES dlO Personality Disgruntled veteran of the Last War who has seen everything 2 Lifelong Sharn resident who loves discussing rumors and debati ng the city's best haunts 3 4 Layabout who tries to do as little work as possible Eternal optimist who encou rages victims of crime to have hope and look on the bright side 5 Investigator who loves to get to the bottom of a mystery 6 Rookie with no experience in faci ng danger who is a bundle of nerves 7 Brawny meathead who bel ieves all problems can be solved with force 8 G reedy opportu nist who's always angling for a bribe 9 Uptight perfectionist who appears to do everyth ing by the book 10 U nfriendly interrogator who assumes everyone spills their secrets to the Tyrants. WATCH STATION Sharn Watch stations are located throughout the city. The largest are the garrison posts like Daggerwatch and Sword Point; smaller stations in various places are used to hold criminals, dispatch patrols, and take care of dayto-day business. A typical Sharn Watch station has two well-guarded entrances. One is connected to a main vestibule, where an officer in a security room with a magically reinforced window signs visitors in and confiscates their spell components, spellcasting focuses, and weapons. The other entrance is a large barred and warded door that leads to the garage, which holds skycoaches and soarsleds. Both of these areas are connected to the station's bullpen by way of locked and warded doors. C HAPTER 4 I BUILDING EBERRON ADVENTURES The Watch Station Adventures table offers reasons why the characters might need to visit (or break into) such a location. WATCH STATION ADVENTURES d6 Adventure Goal Destroy evidence of a crime that's being stored in a Watch station, or plant evidence in a Watch station to frame someone for a crime. 2 Learn which members of a station's crew are on the payroll of a criminal organization. 3 Ensure the station's Watch officers are indisposed during an upcoming crime spree. 4 Help defend a Watch station from a siege. 5 Free someone bei ng held at a Watch station. 6 Steal uniforms from a Watch station. SHARN WATCH VILLAINS Corrupt or extremist members of the Sharn Watch are villains of a special sort: legitimate authority figures who have access to the city's law-enforcement resources. The protections these villains enjoy often call for drastic measures to stop them, which the characters might be labeled as criminals themselves and might have to go underground to avoid arrest or harassment. Examples of Sham Watch villains appear on the Sham Watch Villains table. SHARN WATCH VI LLAINS d6 Villain A dwarf arrests random halfl i ngs on the streets in the lower wards and allows Daask agents to i nterrogate and torture them. 2 A Brelish veteran of the Last War a rrests and murders in nocent Cyran refugees , claiming each time that the victim tried to attack him. 3 A changeling i nvestigator works for the Tyrants and pins unsolved crimes on other Sharn Watch members who interfere with the Tyrants' busi ness. 4 A half-elf works her way through the ranks of the Sharn Watch by assassinating her superiors but making it look like they died in the line of duty. 5 An elf in the lower wards comes to the aid of only those who pay a monthly protection fee. 6 A Blackened Book mage confiscates magic items from others to auction off to crimi nals. SHARN WATCH CAMPAIGN THEMES If you want to make the Sharn Watch a significant part of the campaign, you can develop a story for a particular commander. Lian Halamar is the primary agent of the Boromar Clan, and if the adventurers are fighting the Clan, any interaction with the Watch can ultimately come to Lian's attention, with his corruption slowly becoming more and more evident. If the characters oppose House Tarkanan, it could be Commander Caza! who keeps interfering with their investigations and placing


obstacles in their way. Can the adventurers find a way to remove their rival from power? Another option is to focus a story on Commander Iyanna and her efforts to purge corruption from the Watch. A chance encounter could bring the two together; perhaps the adventurers are on the scene when Iyanna is targeted by assassins. Iyanna could call on the adventurers to investigate corruption and to deal with officers who are breaking their oaths. How deep are they willing to go? If the adventurers do form an alliance with a Watch officer, you can use the Sham Watch Assignments table to create adventure hooks for parties and side quests for individual characters-cases their ally doesn't trust the Watch regulars to handle fairly. SHARN WATCH ASSIGNMENTS d8 Assignment Solve a murder that occurred in Skyway. 2 Find a dreamlily den and arrest the place's owner and its supplier. 3 Protect an ambassador from Sarlona who is joining a Morgrave University expedition to the Cogs. 4 Monitor the Lyrandar Tower airship dock for a specific criminal reportedly trying to leave the city. 5 Apprehend a war criminal rumored to be arriving in Sharn by l ightning rail, and del iver the criminal to the nearest Watch station. 6 Take a visiting dignitary on a tou r of the city and keep them happy. 7 Venture into the bowels of the city to find a wanted terrorist who has kidnapped a magewright and stolen the parts needed to build an explosive device. 8 Handle a prisoner exchange-one captu red criminal for one captured Sharn Watch officer. SHARN WATCH ADVENTURE HOOKS The Sham Watch Adventure Hooks table presents ideas for additional adventures themed around the Sham Watch. SHARN WATCH ADVENTU RE HOOKS d4 Adventure Hook The Sharn Watch cracks down on Daask, which leads to violent confrontations in the city's lower wards. 2 The Sharn I nquisitive publishes an article claiming that changelings of the Tyrants have stolen the identities of many Watch officers, leading to citywide distrust of the organization. 3 After a Thrane immigrant opens a sealed entrance to Old Sham's ruins, the G uardians of the Gate do not al low anyone in or out ofSharn until the immigrant is found and the entrance is resealed. 4 Agents of the Blackened Book find scrying sensors in Sharn Watch stations throughout the city.


260 FORGOTTEN RELIC S "Forgotten Relics" is a short adventure for a party of four to six 1st-level characters, who advance to 2nd level by the adventure's conclusion. It is set in Sham and serves as an introduction to the city. A balance of character classes is helpful, since the adventurers will face a variety of challenges. STORY OVERVIEW Niho Koi, an imposing oni and Daask sub-boss in Sham, ordered a half-ogre lieutenant named Garra to assemble a team and search the ruins of Old Sham for arcane relics at the behest of someone much higher up in the organization. With a lot of ground to cover beneath the City of Towers, Garra kidnapped Caden d'Orien, the only son of Alden d'Orien, forcing Alden to use his position in his dragonmarked house to recruit out-of-work warforged-people no one would miss-to scour Old Sham's ruins. Alden branded the work as a "secret research-gathering mission" for his house, paid the warforged workers for their silence, and signed them to binding contracts. It took several weeks of dangerous exploring and a few deaths, but eventually the warforged workers found a library of arcane texts and schemas buried in the ruins. These items were moved to a Daask safe house in Tavick's Landing near the Terminus Lightning Rail station. The organization plans to smuggle the relics out Breland to Droaam with Alden's help. Coal, a destitute warforged hired by Alden, witnessed her good friend Razor die, executed in the ruins of Old Sham as an example to the other workers. Coal made an appointment to talk to Sergeant Germaine Vilroy of the Sham Watch, to report the shady operation, Razor's murder, and the kidnapping of the House Orien scion, Caden. Thanks to crooked members of the Sham Watch in Daask's pocket, Garra found out about the appointment and dispatched killers to prevent Coal from ratting out the operation. Germaine is also crooked, but she is on the payroll of the Boromar Clan crime syndicate, whose members are enemies of Daask. Not wanting to put the Sham Watch or herself between two criminal organizations at war, Germaine called in a few old contacts to meet with Coal and find out what's going on. RUNNING THE ADVENTURE This adventure requires the fifth edition D&D rulebooks (Player's Handbook, Dungeon Master's Guide, and Monster Manual). You should read the entire adventure before attempting to run it. If you'd prefer to play, you shouldn't read any farther. Text that appears in a box like this is meant to be read aloud or paraph rased for the players when their charac· ters first arrive at a location or u nder a specific circumstance, as described in the text. C HAPTER 4 I BUILDING EBERRON ADVENTURES The Monster Manual contains statistics for many of the creatures found in this adventure. When a creature's name appears in bold type, that's a visual cue pointing you to the creature's stat block in the Monster Manual. If the stat block appears elsewhere, the adventure's text tells you so. ADVENTURE SUMMARY The adventure begins one evening in Upper Central Plateau, where the characters meet Sergeant Germaine Vilroy, who hires them to meet with a warforged named Coal, hear her out, and bring her back to Vilroy for further questioning. Coal has already been told to wait for the characters at the Cog Carnival, a warforged bar in the High Walls district of Lower's Tavick's Landing. After talking to Coal and learning her employer was Alden d'Orien, the characters are confronted by Daask forces sent to kill Coal. If they survive the fight, the characters can meet with Alden in the Mithra! Tower district Upper Central Plateau. The scion stays tight-lipped, but Vishtai, Alden's kalashtar bodyguard, telepathically gives the characters directions to the Old Sham ruin where Caden d'Orien is imprisoned. If Caden is rescued and returned to his father, Alden shares what he knows of Daask's operation and tells the characters where to find Garra. The half-ogre knows the characters are coming for her. She tries to flee on a lightning rail while drawing them into a trap. If the characters chase down the half-ogre, she attempts to make a deal to keep her freedom, which they can either refuse or accept, setting the stage for further adventures. How Do You KNOW VILROY? Before the adventure begins, inform each character that they are an acquaintance of Sergeant Germaine Vilroy of the Sham Watch, a Brelish veteran of the Last War. Ask each character to come up with a friendly connection to Germaine, or have them choose or roll on the Germaine Connections table. If a rolled connection doesn't make sense with the character's background, simply roll for a new connection or choose one that seems appropriate. GERMAI NE CON N ECTIONS d6 Connection You served alongside Germaine d uring the Last War. 2 You have been friends with Germaine since at least one of you was a child. 3 Germaine saved your life. 4 You saved Germai ne's life. 5 You had several friendly conversations with Germaine during a long airship or l ightn ing rail journey. 6 Germaine helpej_ you _ while you were living in or visiting Sham.


STARTING THE ADVENTURE Once the players are ready to begin, read or paraphrase the following boxed text to them: An orange glow covers the top of Lyrandar Tower as the sun sinks in the sky. Above, the great airships of House Lyrandar float like leviathans su rrounded by bril liant rings of elemental energy. Below, bridges crisscross at all levels of the city, connecti ng Sharn's great towers. The sounds of crying children, barking vendors, cursing skycoach drivers, and braying hippogriffs rise up to become a unique din that can only be heard in the City of Towers. Each of you carries a letter from your acq uai ntance Sergeant Germaine Vilroy of the Sharn Watch that reads, "I'm calling on you for a job. I can't write the details, but it pays well and req uires your skills. Meet me at the airship dock on top of Lyrandar Tower. Come armed." Have the players introduce their characters to each other, if they aren't already acquainted. Ask characters who aren't from Sham how they arrived, perhaps on an airship (likely paid for by Germaine whose Kundarak account is flush with Boromar gold) or a lightning rail. For characters who are Sham natives, provide a brief description of various districts that fit the characters' backgrounds if needed using the information in chapter 3. This is also a good time for characters to make personal connections that might link them, such as having the same birthplace, fighting for the same side in the Last War, or having common backgrounds or interests. Once the characters' relationships to one another have been established, read or paraphrase the following boxed text to the players: As da rkness descends on the city, you see windows light up the towers arou nd you from bottom to top. A cool wind whisks between you, drowning out the other noises of the city. A nearby lift rises, carrying a human in her m id-th irties with close cropped black hair and a glowi ng pipe in her mouth. Germaine gives a wry smile as she nods to you all, sayi ng, "Thanks for comi ng." Sergeant Germaine Vilroy (neutral female Brelish human veteran) greets the characters then gets down to business. ROLEPLAYING SERGEANT VILROY Germaine is gruff and doesn't like wasting time. She gives the characters the information she has and tries to send them on their way before they can ask questions about her involvement in the case. The sooner the characters solve her problem, the sooner she can get back to collecting extra money from the Boromar Clan for doing nothing other than ignoring their crimes. --THE-- SMA�� � �QU �S�l�W� AT TH E M ERCY OF MERCENARI ES It seems the Sham Watch is outsourcing more and more of their jobs to contractors, also known as adventurers, also known as mercenaries, which is what these bloodsoaked hirelings are. While many of these second-rate thugs act like they have the absolute authority of the Sham Watch, know your rights! These sellswords can get away with atrocities, including murder, but only if such crimes are committed in the pursuit of their contracts. Should one of these ruffians steal from or harm you or your loved ones for no reason other than their barbaric attitudes, report them to the Watch and this publication immediately. The Sham Watch is bound by law to arrest these hooligans when they show their criminal natures. Germaine gives the characters the following information: Germaine has an appointment to meet with a warforged named Coal, who claims to have knowledge of a crime being committed in Old Sham. Germaine wants the party to meet with Coal first and see if what she says adds up. Germaine is worried that, with her status as a Watch sergeant, her presence will call undue attention and endanger Coal. • Germaine can give the characters 25 gp each now and another 50 gp each if they bring in Coal. • If the characters consent to meet with Coal, Germaine provides the location of the Cog Carnival, a bar in High Walls frequented by warforged, and the appointed meeting time. • Germaine also provides a Sham Watch writ of enforcement. The writ authorizes the bearers to conduct official duties of the Watch under Sergeant Vilroy's authority. City workers and other members of the Watch respect the writ, sometimes grudgingly, as long as the characters don't engage in flagrantly illegal activity. Germaine tries to play up her concern for Coal as her reason for hiring the characters, but a character who succeeds on a Wisdom (Insight) check contested by the Germaine's Charisma (Deception) check can sense that she's holding something back. A character who talks to Germaine privately and succeeds on a DC 13 Charisma (Persuasion) check gets her to reveal that she sometimes takes money from the Boromar Clan to look into crimes, and the family is interested in Coal's information (though Germaine also points out that the characters really are Coal's best shot at surviving this ordeal, CHAPTER 4 I BUILDING EBERRON ADVENTURES 26I


what with Coal being caught between the two largest criminal syndicates in the city). If the characters have no place to stay in Sharn, Germaine puts them up at Ghallanda Hall in Middle Dura for the duration of their investigation. HIGH WALLS Sham's neighborhood of High Walls in Lower Tavick's Landing is a district mostly enclosed by walls. All of the bridges from other districts to High Walls have massive, magically warded gates that can be sealed at a moment's notice. Each gate incorporates a fortified Sharn Watch station. The neighborhood is home to refugees of the Last War, mainly the displaced peoples of Cyre. When the characters arrive in the district, read or paraphrase the following boxed text to the players: The stench of body odor, garbage, and tobacco mix together in the streets. H igh walls cut this d istrict's crumbl ing, vandal ized buildings off from the rest of Sharn, though towers rise over the walls like i mposing sentries. M any people stand idly on street corners, eying you suspiciously and keeping to themselves. It is a simple matter to find the Cog Carnival, and just about any resident can give directions. It's the only warforged bar in the neighborhood. THE COG CARNIVAL The Cog Carnival is a dilapidated warforged dive bar. The bar has a crumbling stone outside marred with graffiti that says things like, "Forged Are Scrap!" and "Leave, Metalheads!" Ingot, a neutral warforged soldier (see chapter 6) with a carved chunk of wood replacing a severed foot, collects a cover fee from creatures that enter the room. Warforged can enter the building for free, but other humanoids must pay 5 cp each. When the characters enter the Cog Carnival, read or paraphrase the following boxed text to the players: Smoky, low flames in a fi replace barely illuminate the cracked stone walls and filthy floor of this establishment. The single-room space is crowded with warforged with severed digits or limbs, scars, burns, and other wou nds. Other warforged in the area are gathered around traditional dice, card, dart, and board games as well as carnival competitions such as throwing metal rings onto posts, tossing a ball at a tower of weighted iron cups hard enough to make them fall down, and striking a homemade machine hard enough with a hammer to make it ring a bell. A small bar in the corner serves cheap ale. Behind this bar, a warforged bartender shouts jeers at patrons losing games. C HAPTER 4 J BUILDING EBERRON ADVENTURES Smelt, a lawful good warforged soldier (see chapter 6), is the owner of the Cog Carnival. She wanted to create a safe place where warforged could gather and socialize in this district. She can't afford the city's expensive gambling license, so she made the Cog Carnival a place where warforged can play games for free. ANYBODY KNOW COA L? The warforged patrons of the Cog Carnival do not freely give information about their own to outsiders. If asked about Coal, most of them remain tight-lipped. A character who provides a bribe of 1 gp or succeeds on a DC 13 Charisma (Persuasion) check convinces one of the patrons to point out who Coal is: a black, one-armed metal warforged sitting alone near the bar. Coal, a neutral good warforged soldier (see chapter 6), is missing her right arm. If the characters approach her without identifying that they work for Sergeant Vilroy, Coal immediately notifies the bartender, Smelt, that she's being bothered by the party. If things start to get tense, Coal gets spooked and bugs out; move on to "Catching Coal," below. CHATTING WITH COAL If the characters mention Sergeant Vilroy as they meet Coal, she stays calm but still asks why Vilroy didn't come herself. Vilroy's explanation to the party about attracting attention soothes Coal, as does the party explaining they are Vilroy's trusted confidants. Once Coal is calmed, she hurriedly explains the kidnapping of a child from House Orien, the murder of her friend Razor, and Daask's hunt for artifacts in Old Sham. Just as Coal is finishing her exposition, a bolt of fire explodes inches from Coal's head, causing bedlam in the Cog Carnival. Coal runs for her life, shouting that the party set her up. The chase is on! CATCHING COAL ---- Coal sprints 60 feet away from the characters into High Wall's streets, intent on escape. The warforged has no particular destination in mind. She simply wants to get away from the characters, whom she believes set her up to be assassinated. This chase takes place in the "theater of the mind," and there is no map for it. If Coal runs away and the characters pursue her, use the chase rules and Urban Chase Complications table in chapter 8 of the Dungeon Master's Guide to resolve the scene. The chase ends when the characters catch up to Coal or after three rounds, when a Daask hit squad intercepts Coal as she runs through an alley. DAASK HIT SQUAD If they fail to catch up to Coal before the Daask hit squad attacks, the characters hear the warforged scream for help in a nearby alley. If the characters rush to help her, they find the warforged unconscious on the ground, but stable, surrounded by the Daask criminals. If the characters resolve the chase by catching up to Coal, the Daask criminals attack as soon as the chase ends, and the warforged aids the characters in battle. The Daask force consists of Hound, a chaotic evil female shifter (see chapter 6), leading three cranky


kobolds and one kobold acolyte. Each Daask criminal fights until reduced to half its hit points then flees. If the characters capture one of the criminals, a successful DC 13 Charisma (Intimidation) check compels the captive to reveal the following information: The group works for Daask, a criminal organization. The criminals were told to kill Coal via a letter sent by a Daask lieutenant named Garra. The letter has since been destroyed. The criminals have no other useful information to share with the characters. They don't know Garra is a half-ogre, and they don't know how to contact her. A character who succeeds on a DC 13 Intelligence (History) check knows Daask's members are mostly immigrants from Droaam and some of the local population from the Cogs and lower wards of Sham. ROLEPLAYING COAL After the Daask attack, Coal realizes she mistook the characters for assassins and apologizes. The warforged is soft-spoken and mild-mannered. If the characters ask her about Razor, she gets sad and offers the following information: • Razor served with Coal in the Cyran military during the Last War, during which Coal lost her right arm. • Razor and Coal had trouble finding work in Sham, due to the fact that many businesses are reluctant to hire warforged foreigners. The pair became desperate for money. A month ago, Razor told Coal she had a job working on a long-term secret mission for Alden d'Orien, the scion of a dragonmarked house. Warforged from other parts of the city were also recruited to help in the task. The job required physical labor, so Coal's injury prevented her from being able to do the job. Razor planned to save money then buy Coal a new arm so she could work with her. • Razor would often come back from work sullen or wounded but never opened up about the job until shortly before she died. Razor confessed that the job was more dangerous than it seemed when she was recruited. Razor was planning to quit before she died. After providing the characters with this information, Coal encourages the characters to question Alden d'Orien. The warforged then leaves Sham, believing she is no longer safe in the city. DEAD COAL If Coal dies at the hands of Daask forces, the characters can still salvage the mission by bringing Coal's corpse to Sergeant Vilroy, who calls in a favor and gets a member of the Blackened Book to cast a speak with dead spell on Coal's corpse. DEVELOPMENT While many of the House Orien members live in the house's enclave in Terminus, the more powerful members of the dragonmarked family live in the upper wards of the city. If the characters ask around, they learn Alden d'Orien has a residence called Unicorn Estate in the Mithra! Tower district of Upper Central Plateau. If the characters consult with Sergeant Vilroy, she suggests that they confront Alden d'Orien, but cautions them to be diplomatic. MITHRAL TOWER Mithra! Tower is Sham's most desirable downtown residential district in Upper Central Plateau and is occupied by some of the city's wealthiest citizens. When the characters enter this district, read or paraphrase the following boxed text to the players: Many of the gra nd homes in M ithra I Tower are true to the district's name, boasting mithral filigree. The Sharn Watch seems to be everywhere in this neighborhood fu ll of busy scions climbing i nto skycoaches, hosting opulent parties, and showing off their latest purchases at all hours of the day. U nicorn Estate has a grand unicorn statue and unicorn-shaped topiaries adorning the yard beyond an open, wrought-iron gate. Flanking this gate are two guards in House Orien livery. Each wears a beautiful helm shaped like the head of a un icorn. The magn ificent marble home is clearly owned by one of the city's wealthiest d ragon marked families. Seated on a patio couch are two figures engaged in quiet conversation: a haggard man in his late thirties and an attentive kalashtar who holds a rose-colored crystal in his hands. Two more guards dressed like the ones at the gates stand nearby. The gates of Unicorn Estate are open, allowing the characters walk onto the property after first presenting themselves to the guards and stating their business. A detect magic spell reveals that the grounds of the estate radiate auras of abjuration and illusion magic. Any humanoid that takes a long rest in the estate can attune to the property as if they were attuning to a magic item (see "Attunement" in chapter 7 of the Dungeon Master's Guide). A creature attuned to Unicorn Estate can't be affected by enchantment spells of 3rd level or lower while it is on the property unless it wishes to be. When a creature not attuned to the estate enters the property, the illusion of a unicorn appears wherever the creature is and brays loudly, announcing its presence. Four human guards provide security at the estate, with two at the front gate and two following Alden. Alden d'Orien (neutral male Brelish human noble) and his assistant, Vishtai (chaotic good male kalashtar; see chapter 6), are talking about official house business. Vishtai records notes in a spellshard (see chapter 5). When the pair notices the characters, Alden calls them over and asks their business. C HAPTER 4 I BUILDING E BERRON ADVENTURES


ROLEPLAYING ALDEN Alden, normally charming and inviting, is exhausted, guilty, and worried about his son Caden. He has not yet informed his wife, Iyana, that their son has been kidnapped. Alden and Iyana are separated, and Iyana lives in distant Fairhaven with her sister. Alden is terse with the characters and wants them to leave him alone. The moment they bring up Daask, the Sham Watch, or Coal, he becomes agitated, placing his hands over his face and emits a strangled scream. Use the following to guide the party's interaction with Alden: Alden badly wants to rescue his son but is terrified of taking action and seeing Caden harmed. • Caden was abducted almost a month ago. Alden tucked him in one night, he was gone the following morning with a message in his place. • A hulking half-ogre met with Alden in the following days, explaining she needed expendable labor and easy transit of said labor and goods. As long as he complied, Caden would be returned unharmed when her business was done. • If Alden backed out of the deal, the half-ogre said she would visit horrors on Caden that would make the Mockery sick. • Alden breaks down sobbing after relaying this information and staggers inside. ROLEPLAYING VISHTAI Vishtai is Alden's confidant and knows all about the situation with Daask. He hates bullies and pushes for Alden to try to rescue his son rather than to keep giving in to Daask's demands. After the characters speak to Alden, Vishtai telepathically relays this message to them before hurrying to follow Alden inside: "I have no doubt that Caden will die, regardless of Alden's actions. Please, save Caden and return him to his father. House Orien wou ld owe you a great debt, and you see how broken the man is. There is an enclosed lift five buildings north of this estate. Look for the medusa inside. Make sure you're alone, as this lift will take you down to the dig site and, hopeful ly, Caden." If the party wishes to speak further, Vishtai will hurriedly offer the following bits of information: • The kidnapper asked for warforged laborers, preferably immigrants. These laborers are digging for something in a sparsely inhabited area of Old Sham. • The lift the characters must use has been modified in some way to reach Old Sham. • If the characters rescue Caden, Vishtai is certain that he and Alden can help them track down the kidnapper. ENCLOSED LIFT If the characters follow Vishtai's directions, they find a lift with an enclosed car that Daask uses to reach the ruins of Old Sham. Anyone wishing to use the lift must open a hidden panel and hot-wire it. An "out of order" CHAPTER 4 I BUILDING EBERRON ADVENTURES sign hangs above a nearby button which opens the lift's doors. When the doors open, read or paraphrase the following boxed text to the players: The double doors on the enclosed lift car open to reveal the inside of a 1 5 -foot cube made of stone with etchings of un icorn patterns covering its walls. A magic orb in the ceiling illuminates the lift. Two young adu lts-a shifter and a well-dressed human-talk nose to nose, cradling each other's faces in a corner of the elevator, absorbed l fu lly in each other and taking no notice of you. Luna (chaotic neutral female shifter; see chapter 6) and Vonnie ir'Cardwan (neutral female Brelish human noble) are having a secret date on the lift. This is where they first met, so it's a frequent rendezvous. They are bemused by the interruption and politely ask the party to leave, pointing out the lift is broken and growing more insistent and annoyed if the characters don't comply. Any character who succeeds on a DC 12 Charisma (Diplomacy or Intimidation) check convinces the couple to leave the lift. If a character fails the Intimidation check or removes the secret panel (see "Medusa Panel" below), Vonnie gets upset and plainly states she is summoning the Watch and stalks away with Luna. Two minutes later, Vonnie returns with three city Watch guards and accuses them of harassing her, vandalizing the lift, or both. The guards arrest the party if the lift appears tampered with. Presenting Vilroy's writ and explaining the situation causes the guards to back off. Hostile action toward the young lovers or the guards results the guards attempting to subdue the party. MEDUSA PANEL Upon entering the lift, the characters notice that the head of a medusa engraved amid all the unicorn heads hides the seams of a secret panel. A tool or weapon can be used to pry open the panel, behind which are several wires connecting the lift car to a small Eberron dragonshard. Each wire is connected to an individual pin-sized hole in the dragonshard. A character who is proficient in Arcana knows the dragonshard and wires control the movement of the lift. A character who makes a successful DC 13 Intelligence (Investigation or Arcana) check finds a loose wire among those attached to the dragonshard and a hole in the dragonshard with no wire attached. A character who attaches the loose wire to the dragonshard causes the lift to descend into the ruins of Old Sham. While that wire is attached to the crystal, the lift cannot be called anywhere else in the city. BUGBEAR GOING DOWN If the characters can't find the hidden panel or figure out how to get the lift to Old Sham, eventually the lift goes down, called to the tavern district of Olladra's Kitchen in Lower Central by Orgon, a male bugbear working for Daask. Orgon wants to go down to Old Sham's ruins to help guard the relic excavation site. If Luna and Vonnie are on the lift when Orgon enters, they leave immediately.


When Orgon enters the lift, he demands the characters get out of the car. If the characters don't leave, Organ attacks them. Organ fights until reduced to 10 hit points then surrenders. A successful DC 12 Charisma (Intimidation) check gets Orgon to admit to being a member of Daask and gets him to show the characters how to bring the lift down to the ruins of Old Sham. SAVING CADEN If the characters rescue Caden d'Orien, his father can point the characters toward the boy's kidnapper, Garra. This section details the Daask excavation site in Old Sham where Caden and several warforged laborers are being held. DAASK EXCAVAT--ION ------- SITE When the characters take the lift down to the Daask excavation site, read or paraphrase the following boxed text to the players: The lift seems to descend forever into the belly of Sharn. Several minutes pass as and the lift rattles and shakes, as if passing into some pl ace it was not meant to go. This rumbling builds to a violent peak then the lift stops, and its doors open. By the lift's interior light, you can see into a vast, unlit cavern strewn with broken stonework from ancient build· ings as far as you can see in every direction. The air is stale, and filled with dust and the scent of decay. These are the ruins of the cities atop which Sharn is built. Ahead of you yawns a fifty-foot-diameter, ten -foot-deep pit that seems to have been i ntentionally dug. You hear the soft sobs of a young child coming from a wooden shed on the far side to the pit. The cavern is irregular in shape and hundreds of feet in diameter. Its uneven ceiling ranges in height from 15 to 30 feet. Due to the rubble, the ground around the pit counts as difficult terrain. Four Daask goblins guard this area and rely on darkvision to see. They hide in the pit when the characters arrive then leap out to attack. A successful Wisdom (Perception) check contested by the goblins' Dexterity (Stealth) check notices the goblins. Otherwise the goblins surprise the characters. The goblins fight until one remains who flees into Old Sham's ruins. If a goblin is captured, a successful DC 12 Charisma (Intimidation) check gets the goblin to reveal that it works for Daask and that it was told by a half-ogre named Garra to guard this area. The goblins don't know where Garra is. EXCAVATION PIT The excavation pit that the warforged dug for Daask has also become the workers' holding area. A warforged corpse lies at the bottom of the pit, its head struck from its shoulders. Eleven other warforged in various states of disrepair sit chained together on the pit floor. Climbing the walls of the pit doesn't require an ability check. If the party does not intervene, the warforged laborers simply sit until release by Garra or another member of Daask. If the party frees them, the warforged scatter to other parts of the Cogs, grateful for the rescue. They might assist the party in a future adventure if you so choose. CADEN D'0RIEN Caden d'Orien (noncombatant) is kept manacled hand and foot in a filthy, 15-foot-square shed on the side of the excavation pit opposite the lift. When the characters peer inside the shed, read or paraphrase the following boxed text to the players: The wooden shed contains a small child covered in dust, wearing the once-fine, now-ru i ned livery of a House Orien. The boy sobs, shrunken into one corner, his face slack. Sta le bread, smelly water, a pile of rags, and a chamber pot round out the accommodations. Caden's manacles, originally designed to bind goblins, are sturdy but old. A character who makes a successful DC 15 Dexterity check with thieves' tools picks the manacles' lock, and a character who succeeds on a DC 17 Strength (Athletics) check breaks the manacles loose. A character who succeeds on a DC 11 Intelligence (Investigation) check finds the manacles' lock is smeared with oil of taggit. Any character that attempts to pick the lock without gloves is exposed to the poison and must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. It wakes up if it takes damage. Roleplaying Caden. Caden is nearly catatonic from his ordeal. If freed, the six-year-old simply sits and stares in to the middle distance. Any character trained in Medicine knows that the boy needs proper food and water, rest, and his father. Using any sort of healing magic on the boy rouses him almost immediately. A successful DC 13 Charisma (Persuasion) check gets him to open up about his experience. A character who spends an hour consoling Caden and giving him something to eat and drink brings him around, no check required. If either of these methods succeed, Caden tells the characters he was kidnapped by a big, mean lady named Garra and imprisoned here by her goblin friends. TREASURE Each goblin carries ld6 gp and ld6 sp in a pouch. One goblin (determined randomly) also wears a cheap necklace that consists of a banded agate (10 gp) tied to a loop of rope. OPTIONAL ENCOUNTER: GHOST OF PFIN"GSTON NEZZE_!-EC.!!_ When the characters decide to leave the Daask excavation site and return to the City of Towers, Old Sham's ruins reveal one final surprise. The ghost of a gnome inquisitive who died when the old city collapsed during the War of the Mark rises from the rubble and looks CHAPTER 4 J BUILDING EBERRON ADVENTURES


266 quizzically at the party. This encounter is optional; its purpose is to provide a fun way to give some background on the city. The ghost's name is Pfingston Nezzelech, and he's been dead for over 500 years. This encounter can take as long as you'd like. Consider mentioning some of the different wards of the city you'd like the party to know. Pfingston's dress, mannerisms, and lack of contemporary knowledge mark him as belonging to a bygone era. He is cursed to walk this section of ruins, investigating a jewel heist that, by now, can't be solved. Pfingston is eager to question the party about their whereabouts on the night of the heist and if they have any leads. If one or more party members opts to spend an hour listening to Pfingston's theories and following him in his search of this ruined area, they witness Pfingston finding his skeleton tucked in a rubble-strewn corner. Upon finding his bones, Pfingston looks amazedly about at the party before fading away. Anyone who assisted him gains advantage on Wisdom (Perception) or Intelligence (Investigation) skill checks for the next 24 hours. RETURNING TO ALDEN If the characters return Caden d'Orien safely to his father at Unicorn Estate, Alden is overjoyed. Still, he is saddened by the deaths of the warforged that he hired to work for Daask, but he doesn't regret the actions that kept his son alive. CHAPTER 4 I BUILDING EBERRON ADVENTURES Alden thanks the characters and tells them everything he knows, which is all the information contained in the first three paragraphs of the "Story Overview" (page 260). In addition, he gives the characters the address of a Terminus apartment in Lower Tavick's Landing that Garra uses as a safe house and a place to store the books and schemas found in Old Sham's ruins. When the characters have all the information they need from Alden to find Garra, the Orien heir offers them a sum of 50 gp to leave his name and House Orien out of their report to the Sham Watch. Alden is deeply ashamed of being manipulated in this way and doesn't want to tarnish his reputation or his house. A character who succeeds on a DC 15 Charisma (Intimidation or Persuasion) check gets Alden to raise this amount to 100 gp. If the characters report Alden's actions to the Sham Watch, he manages to bury the scandal on his own, and the characters become his enemies (see "Conclusion," page 273). If the characters conclude their business with Alden on friendly terms, he offers his residence as a place where they can rest and grab a bite to eat before moving on. TREASURE As a gesture of goodwill and thanks, Vishtai offers each character a unicorn-shaped feather token (see chapter 5) inset with the sigil of House Orien.


SKYCOACH RIDE While the characters were off rescuing Caden d'Orien, Garra captured and interrogated Sergeant Vilroy and learned about the characters' meddling. In this section, Garra orders a changeling namedJas to adopt Sergeant Vilroy's appearance and lead the characters into a trap. NEED A LIFT? Jas (neutral evil changeling; see chapter 6) approaches the characters in the guise of Sergeant Vilroy sometime after they leave Mithra! Tower. Read or paraphrase the following boxed text to the players when this occurs: As you cross a bridge that views the city from a d izzying height, you hear a familiar voice from above. "Need a lift?" asks Sergeant Vilroy as she descends toward you in a skycoach . "Vilroy" urges the characters to board the skycoach and share what they have learned thus far. If the characters mention Garra's safe house, the changeling tells them there's no time to waste and suggests the skycoach is the fastest means of getting there. If the characters ask the sergeant how she found them, the changeling replies, "I work for the Sham Watch. Knowing things is my job!" If the characters accept the ride, the skycoach takes them to area Tl of Terminus. Unknown to Jas, Garra has also arranged for a Daask strike team to attack the skycoach en route. Any character who suspects that "Vilroy" is hiding something can make a Wisdom (Insight) check contested by the changeling's Charisma (Deception) check. A character who wins the contest detects slight differences in the sergeant's facial expressions, suggesting that she's not the same person the party interacted with previously. Jas doesn't have details of any prior conversations the party had with the real Sergeant Vilroy and flubs any sustained questioning. If the characters realize they're not dealing with the real Sergeant Vilroy and confront the changeling, Jas leaps out of the skycoach, uses a feather token (see chapter 5) to land safely, and flees into the crowded city. Each character has one turn to act before the unpiloted skycoach crashes. A character proficient with air vehicles who makes a successful DC 12 Intelligence check as an action gains control of the skycoach and stops it from falling. If the coach crashes, the characters are thrown from it as it hurdles down. Use the Falling in Sham table in chapter 3 to determine what happens to characters who fall. The party has three rounds to catch Jas before the changeling adopts a new guise. If the characters capture Jas, the changeling reveals that Garra is leaving Sham on a lightning rail bound for Wroat. The changeling doesn't know about Garra's trap and simply has instructions to deliver the characters. CHAPTER 4 I BUILDING EBERRON ADVENTURES


268 DAASK GNOLLS As the characters travel to Terminus either on foot or by skycoach, they are accosted by a Daask strike team consisting of five gnolls. Garra has sent the gnolls to kill the characters if possible, or at least soften them up before they arrive at her Terminus safe house. You can describe them to the players as follows: Zipping between the towers of Sham and converging on your location are five creatures riding d isks of crackling green energy. Each creature is a lanky humanoid covered in fu r, with the head of a hyena. They cackle maniacal ly, nock arrows, and take aim at you with their longbows. Each gnoll rides a magical, 3-foot-diameter disk that can support up to 250 pounds. A creature on a disk can use its bonus action to move the disk up to 60 feet in any direction-fast enough to keep pace with the skycoaches of Sham. A disk otherwise hovers in place. These disks were created using a spell similar to Tenser's floating disk that was cast by a Daask wizard who does not appear in this adventure. The spell ends in 30 minutes, after which the disks disappear. The gnolls initially keep their distance, peppering the characters with arrows. The gnolls become frustrated and close to melee range if the characters take advantage of cover and the gnolls' ranged attacks prove ineffective. Once three gnolls are disposed of, the remainder flee on their disks or on foot. TERMINUS Terminus in Lower Tavick's Landing is named for Terminus Station, a massive House Orien enclave that serves as the endpoint for the Orien lightning rail. Map 4.14 shows a cross-section and floor plan of the station. The Terminus district is right near Wroann's Gate, most travelers' entry point into Sham. It bustles with crowds, pickpockets, con artists, and other criminals looking to take advantage of the city's visitors. Garra has an apartment in Terminus where she left a trap for the characters. The half-ogre took the books and schemas recovered in Old Sham's ruins and boarded a lightning rail bound for Wroat that's about to leave Terminus Station. TERMINUS FEATURES The buildings in Terminus are made of stone. Their walls require a successful DC 15 Strength (Athletics) check to climb without equipment. The interior areas of buildings are built to accommodate creatures of various sizes and have 15-foot-high ceilings and doorways. A building's doors are made of wood. Each door has AC 15, 27 hit points, and immunity to poison and psychic damage. If a door is locked, its lock can be picked with a successful DC 15 Dexterity check with thieves' tools, and the door can be forced open with a successful DC 17 Strength (Athletics) check. C HAPTER 4 I BUILDING EBERRON ADVENTURES Everbright lanterns (see chapter 5) hanging from the ceilings and walls illuminate interior areas. Buildings in Terminus have openable glass windows large enough that a Medium or smaller creature can fit through one without a problem, while a Large creature can squeeze through. These windows have AC 13, 4 hit points, and immunity to poison and psychic damage. The windows can be locked from the inside. A character that succeeds on a DC 15 Dexterity check with thieves' tools unlocks a window from the outside. If a creature makes a Strength (Athletics) check to shove another creature against a window (see "Shoving a Creature" in chapter 9 of the Player's Handbook) and succeeds on the check by 5 or more, the window's glass is destroyed and the shoved creature falls through the window's opening (see "Falling" below). BYSTANDERS Terminus has busy streets, and most of the visitors and residents flee at the first sign of trouble. However, some bystanders might assist the party in their fight with Daask. Kraz, described below, is one example of a helpful bystander. Kraz is a gnoll porter who has endured several runins with Daask criminals in the past and bears them no love. At the time of your choosing, Kraz rushes a member of Daask and knocks the affected creature prone. Consider having Kraz intervene in area T14. FALLING Use the Falling in Sham table in chapter 3 when a creature falls through a window or off the top of a bridge or structure in the higher levels of Terminus and doesn't have a way to land safely (such as the feather fall spell). SHARN WATCH GUARDS ��������- The Sham Watch has a modest presence in Terminus. Its guards defend wealthy visitors and the holdings of House Orien. If combat breaks out in the streets or if a bystander calls for the Sham Watch, roll a d20 on initiative count 0 during each round the disturbance occurs. On a result of 18 or higher, ld4 Sham Watch guards arrive and attempt to arrest anyone involved in a crime. DAASK FORCES Several members of Daask are stationed in Terminus, ready to attack the characters to give Garra a chance to get away. Unless noted otherwise, members of Daask attack the characters, fighting until reduced to half hit points then fleeing. If any member of Daask is captured, a character who makes a successful DC 12 Charisma (Intimidation) check gets the Daask member to reveal that Garra is leaving Sham on a lightning rail bound for Wroat. CHANGELING TREACHERY If the characters are traveling withJas (see "Skycoach Ride" earlier in the adventure), the changeling attempts to lead them into the trap laid in Garra's safe house (area T4b). The changeling attacks the characters the first time they battle other members of Daask.


1 square = 5 feet T6 ,. I � MAP 4.14: TERMINUS C HAPTER 4 I BUILDING EBERRON ADVENTURES


WHERE'S TERMINUS STATION? At some point during their exploration of Terminus, the characters learn that Garra has boarded a lightning rail getting ready to leave Sharn if they don't know this already. If the characters ask any bystanders, they learn the location of the lift (area TIO) that leads to Terminus Station. AREAS OF TERMINUS The following encounter locations are keyed to map 4.14. This map does not depict the entire district of Terminus, but it shows the most likely places the characters explore in this adventure. Tl. SKYCOACH PLATFORM A large platform at the top of a tower is crowded with a d iverse crew of humanoids. A promi nent dock j uts out from the tower, overlooking the crowded bridges and streets below. An unoccupied skycoach with a d ragonshaped prow is chained to the south platform. A crowd of 2d8 commoners and ld4 nobles is gathered on the platform waiting to hire skycoaches. The docked skycoach belongs to an off-duty professional driver named Belga Twillo. The chain anchoring the skycoach to the dock has AC 19, 10 hit points, and immunity to poison and psychic damage. A character who makes a successful DC 17 Dexterity check with thieves' tools picks the chain's lock. A bystander who catches a character trying to steal the skycoach shouts for the Sharn Watch (see "Sharn Watch Personalities," page 258). T2. COMMERCE STAIR This 10-foot-wide outdoor spiral staircase wraps around a tower containing several taverns and shops that sell souvenirs and gifts for the city's visitors to bring home to loved ones. The stair leads from the skycoach platform (area Tl) to the roof of the tenement tower. T3. TENEMENT TOWER STAIRS This interior staircase connects the tenement tower roof to areas T4, TS, and T6. T4. ToP-LEVEL APARTMENTs The doors to both apartments on this level are locked. T4a. Martisha's Apartment. Martisha Kullandra (neutral female Brelish human magewright; see chapter 6) lives in this modestly furnished studio apartment. If the characters break into the 80-year-old's apartment, Martisha flees, fighting for her life if she must. If the characters knock on her door, Martisha shouts to them through the door to go away. A character who succeeds on DC 12 Charisma (Persuasion) check convinces Martisha to talk to the characters. If asked about Garra, Martisha gives the characters the following information: CHAPTER 4 I BUILDING EBERRON ADVENTURES • Martisha has a half-ogre neighbor who lives in the other apartment on this floor. • The half-ogre never bothered Martisha but does have loud guests from time to time, including many monstrous immigrants from Droaam, coming and going at all hours. • Martisha saw the half-ogre leave the apartment minutes before the characters arrived. T4b. Garra's Living Area. When the characters enter this area, read or paraphrase the following boxed text to the players: Cabi nets hang on the north wall of this large room, which is hazy with the smell of tobacco. N ear the east wall stands an overstuffed couch. An rectangular table tu rned on its side blocks a closed door on the south wall. __/ Four kenku cutpurses working for Daask hide in two groups of two: one group behind the couch, the other behind the table. A character with a passive Wisdom (Perception) score of 13 or higher is not surprised by the kenku, which prefer to attack from behind the furniture. When using the couch and table for protection, a creature gains half cover. The cabinets are empty. T4c. Garra's Bedroom. When the characters enter this area, read the following boxed text to the players: A frantic gnoll is picking up papers from the floor to th row i nto a burning brazier at the center of the room. Beyond the brazier, Sergeant Vilroy is bound at the hands and feet with rope, lying bloodied and unconscious on a large mattress. Nur, a Daask gnoll, is burning Garra's documents as ordered by the half-ogre. Of the documents that remain on the floor, two are of interest. One is a receipt for a lightning rail ticket, indicating the time, date, and journey of Garra's lightning rail trip to Wroat. The other document contains a list of the names and addresses of the warforged hired to work in the ruins of Old Sharn. You can add other documents that could act as story hooks for future adventures. Sergeant Germaine Vilroy (neutral female Brelish human veteran) is restrained and unconscious and currently has 5 hit points remaining. After getting the information she needed from Germaine, Garra knocked her out using oil of taggit (see "Caden d'Orien" earlier in this adventure). A character can remove the ropes binding the sergeant as an action. If the characters wake up Germaine, she tells the characters to continue pursuing Garra and that she can get help for herself. T5. LOWER-LEVEL APARTMENTS The lower-level apartments have similar layouts to the ones in area T4 but house different creatures. The door to every apartment is locked. If you need occupants for an apartment, use the Apartment Occupants table to generate them. There is a 10 percent chance that an


occupant knows what Martisha Kullandra knows about Garra (see area T4a). APARTMENT OCCU PANTS dl2 Occupants 1-6 No current occupa nts 7-9 A family of l d4 commoners 10 A shifter (see chapter 6) 11 A warforged soldier (see chapter 6) 12 A changeling (see chapter 6) T6. SKYBRIDGE This stone skybridge connects the tenement building to the building containing the lift. A Daask harpy and a group of ld4 commoners loiter on the bridge when the characters arrive. The commoners pose no threat, but the harpy attacks the characters on sight, using her Luring Song to bring them to her if they flee. T7. GRAFFITI HALL I This stone hall is covered in graffiti. Crude paintings and phrases such as "TYRANTS RULE!" and "CYRANS GO HOM E!" adorn the walls and cei li ng. A hidden door with a peephole in this hall connects to a Daask hideout (area T8). A character with a passive Wisdom (Perception) score of 15 or higher notices the peephole and the outline of the door. A Daask shifter operative in area T8 watches the hall through the peephole. If the shifter notices the characters, the creatures in area T8 open the door and attack. T8 . DAASK HIDEOUT I This room reeks of urine and body odor. The floor is covered in empty liquor bottles, food waste, and old copies of the Sharn Inquisitive. Two Daask operatives, a chaotic neutral shifter named Bartram (see chapter 6) and his worg companion are stationed here. Bartram and the worg are surly and never shy away from a fight. That said, they will happily leave the party alone if handed a bribe of 10 gp or more. T9. INTERROGATION ROOM I A groaning halfl i ng is tied to a wood chair in the center of this room, his shirt stained with blood and sweat, and his head covered in a canvas bag. II ' , Corrin Delmaco is a male lightfoot halfling who works for the Boromar Clan. The halfiing tried to infiltrate Daask and was captured. He is being held in the hideout while Daask agents torture him for information. Corrin is a lawful evil spy with the following changes: He is Small, has a hit point maximum of 21 (6d6), and has 10 hit points remaining. He has the following racial traits: He can move through the space of a Medium or larger creature. He has advantage on saving throws against being frightened. He speaks Common, Halfling, and thieves' cant. Corrin claims to have no idea why Daask abducted him and begs for the characters to free him. A character who succeeds on a Wisdom (Insight) check contested by Corrin's Charisma (Deception) check knows the halfling is lying. If pressed, Corrin admits his connection to the Boromar Clan, and tells the characters it would be mean a lot to the powerful halfling family if they freed him. A character can untie Corrin from the chair as an action. Corrin then flees the scene and tells the Boromars of his rescuers, which could lead to more adventures (see "Conclusion" at the end of this chapter). TlO. TERMINUS STATION LIFT This lift connects Terminus Station with the higher levels of the Terminus district. Tll. BODEGA A small bell above the door ri ngs as you enter this store. Its many shelves are packed with bottled drinks, packaged food that is ready to eat, souvenirs, and newspapers. A kenku wea ring spectacles and standing behind a counter says, "Buy something, will ya ?" in an old woman's voice. This store sells is run by Gurty, an elderly kenku. If the characters ask Gurty about Garra, the kenku mimics the half-ogre's voice, saying, "My coach is leaving soon. Hurry it up, or I'll pluck ya, stupid bird." Tl2. TICKET BOOTH A commoner in the livery of House Orien works in this area, selling tickets through a small opening in a glass window to people on the platform. The door to the booth is locked from the inside. Money collected from ticket sales is placed in a small slot in a magic floor safe that can only be opened by a dwarf bearing the Mark of Warding. Tl3. BATHROOM The bathroom contains six stalls, each with a toilet, and a 3-foot-high pillar at the center of the room with a cleansing stone (see chapter 5) embedded in its top. C HAPTER 4 I BUILDING EBERRON ADVENTURES


Tl4. STATION PLATFORM The sound of lightn ing rail trains stopping and starting el sewhere in Terminus Station echoes throughout the platform. A crowd of people is gathered near a lightning rail train crackling with arcs of blue energy. "If you're headed to Wroat, you'll have to catch the next one!" cries a conductor in the l ivery of House Orien as the train be· gins moving out of the station. A crowd of 2d10 commoners and 2d4 nobles gathers on the platform along with six hostile human bandits who belong to Daask. The bandits are here to cover Garra's escape and attack characters who try to board the departing train. To catch Garra, the characters need to board the lightning rail train leaving the station. The coach has ten cars: a helm car (at the front), a first-class car, a galley car, a dining car, two standard cars, two sleeper cars, a steerage car, and a cargo car (at the rear). The characters have 30 seconds (5 rounds) to catch the coach before it leaves Terminus Station. A character can jump onto a lightning rail car by making a successful DC 10 Strength (Athletics) check. A character who fails this check takes 3 (ld6) bludgeoning damage and falls prone on the platform. At the start of round six, the coach moves 20 feet per round for three rounds before accelerating to top speed. Left at the Station. If none of the characters board the lightning rail train, Garra gets away with the books and schemas found in Old Sham's ruins. A more likely scenario is that one or more characters are left behind as the others board the train. In this case, keep the initiative order and alternate between the characters stuck on the platform with the Daask bandits and the characters exploring the train. The characters who remain at the station can seek out an adventurous skycoach driver and bribe them to fly after the train before making a DC 13 Dexterity (Acrobatics) check to leap onto the roof of a train car safely. Characters who fail the check take fall prone on the roof of the car and take bludgeoning damage based on the distance fallen (ld6 per 10 feet). LIGHTNING RAIL TO WROAT After making it onto the lightning rail train, the characters must explore it to find Garra. EXPLORING THE COACH Each car has a human conductor (commoner) wearing the livery of House Orien. When a character enters a car, the conductor asks to see the character's ticket. If the character doesn't have a ticket, the conductor demands the character pay 15 gp (the price of the ticket plus a modest fine) or face armed guards who attempt to arrest the character at the next stop. A character who makes a successful DC 14 Charisma (Intimidation or Persuasion) check convinces the conductor to stand down without the character paying. If the character can't pay and fails to convince the conductor to stand down, C HAPTER 4 I BUILDING EBERRON ADVENTURES this conductor sends word throughout the train to the other conductors to keep an eye on the character. If the characters move outside the coach, they must either move along the roof or cling to the sides of the train cars to find Garra. Walking on Rooftops. A creature moving across the train car roofs must succeed on a DC 10 Dexterity (Acrobatics) check to keep its balance. A creature that fails this check by 4 or less slips and falls prone on the roof. A creature that fails this check by 5 or more falls off the train and takes 7 (2d6) bludgeoning damage. Climbing the Sides. A creature climbing along the sides of the cars must succeed on a DC 10 Strength (Athletics) check to hang on. A creature that fails this check almost loses its grip and makes no progress. A creature that fails this check by 5 or more falls off the train and takes 7 (2d6) bludgeoning damage. CONFRONTING GARRA When the characters peer into the foremost cabin of the first-class car, read or paraphrase the following: An eight-foot-tall muscular woman with a tusked, protruding jaw lounges on a couch in a l uxury passenger car. She reads the Sham Inquisitive and keeps a battleaxe with in arm's reach. A wooden chest rests by her feet, and a table lined with fine foods and bottles of spirits stands close by. Garra paid for the privilege of a private car. She is a chaotic evil half-ogre with Intelligence and Wisdom scores of 14 (+2). Her passive Wisdom (Perception) score is 12. Rot, a chaotic evil male sprite that works for Daask, is also in the car and invisible when the characters enter. The sprite is Garra's servant-a gift from Niho Koi. If the characters attack Garra, Rot shoots at them with his bow; if Garra falls, the sprite flees. Rot's mind has been warped by Niho Koi's magic, and he can't provide any useful information to the characters if captured. If Garra feels outnumbered, she smashes the closest window and climbs onto the roof, where she can more easily shove enemies off the train. ROLEPLAYING GARRA Garra has no remorse when it comes to her crimes and can always rationalize her behavior. When she notices the characters, Garra puts up her hands to indicate she means them no harm. She is impressed that the characters managed to catch up with her. The half-ogre offers a 100 gp bribe to the group for the characters to tell the Sham Watch she escaped and have that be the end of it. If the characters express interest in joining Daask, she chuckles asks why they'd do such a thing, and if she's satisfied with the answer, obliges. Garra pays new recruits 100 gp each, promises there is more reward to come, and says the characters' first task is to help her transport the chest to Droaam from Wroat. If the characters refuse, Garra attacks. Garra is willing to die for Daask and fights accordingly.


Garra doesn't know what is in books or schemas, as these items are written in a coded magical language. She only knows that Niho Koi desires the items. Garra holds the key to her chest, which weighs 50 pounds. A character who makes a successful DC 13 Dexterity check with thieves' tools picks the lock, and a character who makes a successful DC 15 Strength (Athletics) check forces the chest open. The chest contains Garra's treasure (see below), thirteen books, and three paper schemas in scroll tubes. Each book and schema is written in a magically coded language that can't be read by the comprehend languages spell. Finding a way to read these documents is another adventure. TREASURE In addition to the books and schemas, the chest contains gem of brightness with 32 charges, a feather token (see chapter 5), and 600 gp. STOP THE COACH! If the characters kill Garra in noisy combat, the lightning rail coach stops, and a House Orien conductor (commoner) checks on the disturbance. If the characters explain that they are working with the Sham Watch to catch a murderer and present their writ, the conductor has the coach halted at the next stop, with guards waiting to verify the characters' claims. CONCLUSION If the characters fail to stop Garra, she gets away and brings the books and schemas to Niho Koi in Droaam. The information contained in these documents is up to you, but it might be dangerous information the Daughters of Sora Kell could weaponize. The characters could face the rising threat of Droaam in future adventures. See the "Droaam" section earlier in this chapter for more adventure ideas. There are several other possibilities for future adventures, depending on how this story played out: • If the characters killed Garra, they are paid their reward of 50 gp each, and members of the Sham Watch continue to contract the characters for work. • If the characters agreed to work for Garra, they become members of Daask. If the characters killed Garra, they become enemies of Daask. If the characters returned Caden d'Orien to his father, Alden might ask the characters for help with other tasks, or he might see them as his enemies if they reported him to the Sham Watch. • If the characters freed Corrin Delmaco (see area T9 of Terminus) or if they killed Garra, the Boromar Clan sees them as potential allies. If the characters ally with Daask, the Boromar Clan sees them as enemies. • The characters' heroics catch the attention of a House Lyrandar airship captain seeking a crew for a dangerous expedition to some far-flung corner of Khorvaire, or perhaps even as far away as Xen'drik or Argonnessen. See chapter 2 for possible adventure locations.


a TREASURES AGIC PLAYS A VITAL ROLE IN THE DAY-TO-DAY life of Khorvaire. Common magic items are widespread, and the crystals known as dragonshards serve as the fuel of the magical economy and are used in items that amplify the powers of dragonmarks. DRAGONSHARDS Dragonshards aren't magic items themselves but are crystals imbued with magical energy. They play a vital role in the creation of magic items and the performance of certain rituals in Eberron. Dragonshards come in three varieties, each found in a different environment. Eberron dragonshards are found in shallow soil and often encased in geode-like stone shells. Eberron dragonshards can be found almost anywhere, but the most significant deposits have been discovered in jungle environments, notably Q'barra and Xen'drik. In their raw form, Eberron dragonshards are rosy crystals with crimson swirls fl.owing in their depths and are typically refined into a glowing powder. This dragonshard dust can be used to fuel almost any act of magic. When casting a spell, you can use Eberron dragonshard dust in place of any spell component that has a cost, unless the DM says otherwise (the dust's market value is the same as the replaced component). Eberron dragonshard dust is used in the creation of some magic items, and many powerful tools-such as the lightning rail and elemental airships-require an ongoing expenditure of Eberron dragonshards to maintain their enchantments. Khyber dragonshards are found deep in the earth, often near layers of magma. These crystals typically grow on cavern walls, and superstition says they flourish in areas with significant fiendish activity. Khyber dragonshards are deep blue or dark violet, laced with gleaming veins. Khyber dragonshards have an affinity for binding magics. Elemental binding-which is behind airships, the lightning rail, and elemental galleonsrequires a Khyber dragonshard to hold the elemental. Khyber shards are used for phylacteries, planar binding, and other effects that trap or manipulate spirits. Khyber dragonshards can also be used for necromantic rites. Siberys dragonshards fall from the Ring of Siberys, the ring of crystals that encircles the world. While rare in Khorvaire, there are significant Siberys dragonshard fields in the continent of Xen'drik, and this is a potential source of great wealth for explorers. Siberys dragonshards are amber in color, with swirling golden veins gleaming within. These dragonshards are used in the crafting of magic items that require dragonmarks for attunement. Larger ones may be required for eldritch machines or the creation of legendary items or artifacts. MAGIC ITEMS The world of Eberron thrums with the power of magic. Artificers, magewrights, wizards, and other spellcasters produce an abundance of magic items, particularly those with the common rarity. MAGIC ITEM DESCRIPTIONS This section presents a selection of magic items in alphabetical order. See the Dungeon Master's Guide for the rules on using magic items. Some of the magic items in this chapter are symbiotic objects created by the daelkyr. While not fully sentient, these symbiotic items are partially organic. Attuning to such an item reflects physically bonding with it. While these objects aren't evil, some people might be disturbed upon seeing your living armor or tentacle whip! 2 75


ARCANE PROPULSION ARM Wondrous item, very rare (requires attunement by a creature missing a hand or an arm) This prosthetic appendage was developed by artificers of House Cannith. To attune to this item, you must attach it to your arm at the wrist, elbow, or shoulder, at which point the prosthetic magically forms a copy of the appendage it's replacing. While attached, the prosthetic provides these benefits: • The prosthetic is a fully capable part of your body. • You can take an action to remove the prosthetic, and it removes itself if your attunement to it ends. It can't be removed against your will. • The prosthetic is a magic melee weapon with which you're proficient. It deals ld8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the prosthetic detaches and flies at the target of the attack, then immediately returns to you and reattaches. ARM BLADE Weapon (any one-handed melee weapon), common (requires attunement by a warforged) An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. BELASHYRRA'S BEHOLDER CROWN Wondrous item, legendary (requires attunement) This symbiotic crown is carved from dark purple and mauve stone, with ten points like stalks set with gemstones resembling the eyestalks of a beholder. To attune to this item, you must wear it on your head for the entire attunement period, during which the crown's hidden tendrils burrow into your scalp to bond with your skull. While wearing the crown, you can see normally in darkness, both magical and nonmagical, to a distance of 1 20 feet. Spe/Js. The crown has 10 charges. While wearing it, you can use an action to expend some of its charges to cast one of the following spells from it (spell save DC 16): charm person (1 charge), disintegrate (6 charges), fear (3 charges), finger of death (7 charges), flesh to stone (6 charges), hold person (2 charges), ray of enfeeblement (2 charges), sleep (1 charge), slow (3 charges), telekinesis (5 charges). The crown regains ld6 + 3 expended charges daily at dawn. Symbiotic Nature. The crown can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the crown ends, and it detaches from you. The daelkyr Belashyrra made these crowns. While on the same plane of existence as the crown, Belashyrra can see through its eyestalks. C HAPTER 5 I TREASURES CLEANSING STONE Wondrous item, common A cleansing stone is a sphere 1 foot in diameter, engraved with mystic sigils. When touching the stone, you can use an action to activate it and remove dirt and grime from your garments and your person. Such stones are often embedded in pedestals in public squares in Aundair or in high-end Ghallanda inns. DOCENT Wondrous item, rare (requires attunement by a warforged) A docent is a small metal sphere, about 2 inches across, studded with dragonshards. To attune to a docent, you must embed the item somewhere on your body, such as your chest or your eye socket. Sentience. A docent is a sentient item of any alignment with an Intelligence of 16, a Wisdom of 14, and a Charisma of 14. It perceives the world through your senses. It communicates telepathically with you and can speak, read, and understand any language it knows (see "Random Properties" below). Life Support. Whenever you end your turn with 0 hit points, the docent can make a Wisdom (Medicine) check with a +6 bonus. If this check succeeds, the docent stabilizes you. Random Properties. A docent has the following properties: Languages. The docent knows Common, Giant, and ld4 additional languages chosen by the DM. If a docent knows fewer than six languages, it can learn a new language after it hears or reads the language through your senses. Skills. The docent has a +7 bonus to one of the following skills (roll a d4): (1) Arcana, (2) History, (3) Investigation, or (4) Nature. Spells. The docent knows one of the following spells and can cast it at will, requiring no components (roll a d6): (1-2) detect evil and good or (3-6) detect magic. The docent decides when to cast the spell. Personality. A docent is designed to advise and assist the warforged it's attached to. One of the simple functions of a docent is to serve as a translator. The docent's properties are under its control, and if you have a bad relationship with your docent, it might refuse to assist you. DYRRN'S TENTACLE WHIP Weapon (whip), very rare (requires attunement) This long, whip-like strand of tough muscle bears a sharp stinger at one end. To attune to this symbiotic weapon, you wrap the whip around your wrist for the entire attunement period, during which time the whip painfully embeds its tendrils into your arm. You gain a +2 bonus to attack and damage rolls made with this magic whip, but attack rolls made against aberrations with this weapon have disadvantage. A creature hit by this weapon takes an extra ld6 psychic damage. When you roll a 20 on the d20 for an attack roll with this weapon, the target is stunned until the end of its next turn.


As a bonus action, you can sheathe the whip by causing it to retract into your arm, or draw the whip out of your arm again. Symbiotic Nature. The whip can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the whip ends, and it detaches from you. EARWORM Wondrous item, uncommon (requires attunement) To attune to this symbiont, you must hold it against the skin behind your ear for the entire attunement period, whereupon it burrows into your head and bonds to your skull. While the earworm is inside you, you can speak, read, and write Deep Speech. Spells. The earworm has 4 charges. You can cast the following spells from it, expending the necessary number of charges (spell save DC 15): detect thoughts (2 charges) or dissonant whispers (1 charge). Each time you use the earworm to cast the detect thoughts spell, it sends the information gleaned to the nearest daelkyr, or to the next nearest earworm until it reaches a daelkyr. The earworm regains ld4 expended charges daily at dawn. Symbiotic Nature. The earworm can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the earworm ends, and it exits your body. EVERBRIGHT LANTERN Wondrous item, common This bullseye lantern contains an Eberron dragonshard that sheds light comparable to that produced by a continual flame spell. An everbright lantern sheds light in a 120-foot cone; the closest 60 feet is bright light, and the farthest 60 feet is dim light. FEATHER TOKEN Wondrous item, common This small metal disk is inscribed with the image of a feather. When you fall at least 20 feet while the token is on your person, you descend 60 feet per round and take no damage from falling. The token's magic is expended after you land, whereupon the disk becomes nonmagical. FINDER'S GOGGLES Wondrous item, uncommon (requires attunement by a creature with the Mark of Finding) The lenses of these garish goggles are carved from Siberys dragonshards. While wearing these lenses, you gain the following benefits: When you make a Wisdom (Insight) check, you can roll a d4 and add the number rolled to the check. As an action, you can use the goggles to examine an object to identify the aura of the last creature that touched it. Make a Wisdom (Insight) check against a DC of 13 + the number of days since the last contact occurred. On a success, you learn the creature's type and can immediately use the goggles to cast locate creature to find that creature. This property can't be used again until the next dawn. GLAMERWEAVE Wondrous item, common or uncommon Glamerweave is clothing imbued with harmless illusory magic. While wearing the common version of these clothes, you can use a bonus action to create a moving illusory pattern within the cloth. Uncommon glamerweave can have the pattern rise from the cloth. For example, a glamerweave gown might be wreathed in harmless, illusory flames, while a glamerweave hat might have illusory butterflies fluttering around it. When you make a Charisma (Performance) or Charisma (Persuasion) check while wearing the uncommon version of glamerweave, you can roll a d4 and add the number rolled to the check. Once you use this property, it can't be used again until the next dawn. IMBUED Woon Focus Wondrous item, common (requires attunement) An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this orb as a spellcasting focus. When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one damage roll of the spell, provided the damage is of the type associated with the item's wood. The types of wood and their associated damage types are listed in the Imbued Wood Focus table. IMBUED Wooo Focus Wood Fern ian Ash lrian Rosewood Kythrian Manchineel Lamannian Oak M abaran Ebony Risian Pine Shavarran Birch Xorian Wenge KEYCHARM Damage Type Fire Radiant Acid or poison Lightning or thunder Necrotic Cold Force Psychic Wondrous item, common (requires attunement by a creature with the Mark of Warding) This small stylized key plays a vital role in the work of House Kundarak. If you cast the alarm, arcane lock, or glyph of warding spell, you can tie the effect to the keycharm so that whoever holds it receives the notification from the alarm spell, bypasses the lock of the arcane Jock spell, or avoids triggering the glyph placed by the glyph of warding spell. In addition, the holder (who needn't be attuned to the item) can take an action to end any one spell tied to it, provided the holder knows the command word you set for ending the tied spells. The keycharm can have up to three tied spells at one time. CHAPTER 5 I TREASURES 277


KYRZIN'S OOZE Wondrous item, very rare (requires attunement) This opalescent, symbiotic goo comes sealed in a jar and slowly shifts and moves, as if endlessly exploring the jar's interior. To attune to this item, you must first drink the contents of the jar, unlocking the following properties. Resistant. While attuned to Kyrzin's ooze, you have resistance to poison and acid damage, and you're immune to the poisoned condition. Amorphous. As an action, you can speak a command word and cause your body to assume the amorphous qualities of an ooze. For the next minute, you (along with any equipment you're wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can't be used again until the next dawn. Acid Breath. As an action, you can exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 36 (8d8) acid damage on a failed save, or half as much damage on a successful one. Once you use this property, it can't be used again until the next dawn. Symbiotic Nature. The ooze can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the ooze ends, as it seeps out of you. If you die while the ooze is inside you, it bursts out and engulfs you, turning your corpse into a black pudding allied with the daelkyr (see the Monster Manual for the black pudding's stat block). LIVING ARMOR Armor (any), very rare (requires attunement) This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. While wearing this armor, you have a +l bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. Symbiotic Nature. The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion. LIVING GLOVES Wondrous item, uncommon (requires attunement) These symbiotic gloves-made of thin chitin and sinew-pulse with a life of their own. To attune to them, you must wear them for the entire attunement period, during which the gloves bond with your skin. C HAPTER 5 I TREASURES While attuned to these gloves, you gain one of the following proficiencies (your choice when you attune to the gloves): • Sleight of Hand • Thieves' tools • One kind of artisan's tools of your choice • One kind of musical instrument of your choice When you make an ability check using the chosen proficiency, you add double your proficiency bonus to the check, instead of your normal proficiency bonus. Symbiotic Nature. The gloves can't be removed from you while you're attuned to them, and you can't voluntarily end your attunement to them. If you're targeted by a spell that ends a curse, your attunement to the gloves ends, and they can be removed. ORB OF SHIELDING Wondrous item, common (requires attunement) An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus. If you're holding the orb when you take damage of the type associated with the orb's material, you can use your reaction to reduce the damage by ld4 (to a minimum of 0). The materials and their associated damage types are listed in the Orb of Shielding table. ORB OF SHIE LDING Planar Material Fernian basalt I rian quartz Kythrian skarn Laman nian fl int Mabaran obsidian Risian shale Shavarran chert Xorian marble PROSTHETIC LIMB Damage Type Fire Radiant Acid and poison Lightning and thu nder Necrotic Cold Force Psychic Wondrous item, common (requires attunement by a creature missing some or all of a limb) This artificial limb replaces a hand, arm, foot, leg, or similar appendage that was lost or removed. While the prosthetic is attached and attuned to you, it functions identically to the body part it is replacing. You can detach or reattach it as an action, and it can't be removed by anyone else. If you have multiple prosthetic limbs, they count as a single magic item with regard to the number of magic items you can attune to. SCRIBE'S PEN Wondrous item, common (requires attunement by a creature with the Mark of Scribing) You can use this pen to write on any surface. You decide whether the writing is visible or invisible, but the writing is always visible to a person with the Mark of Scribing.


Any creature with the Mark of Scribing can use an action to touch the invisible writing, making it visible to all. If you use the pen to write on a creature that isn't a construct, the writing fades after 7 days. SHIFTWEAVE Wondrous item, common When a suit of shiftweave is created, up to five different outfits can be embedded into the cloth. While wearing the clothing, you can speak its command word as a bonus action to transform your outfit into your choice of one of the other designs contained within it. Regardless of its appearance, the outfit can't be anything but clothing. Although it can duplicate the look of other magical clothing, it doesn't gain their magical properties. SPEAKING STONE Wondrous item, very rare The key to long-distance, virtually instantaneous communication across Khorvaire is House Sivis's network of message stations. Each station contains at least one speaking stone, which is carved from a Siberys dragonshard and inscribed with arcane symbols that uniquely identify it. If you're a gnome with the Mark of Scribing, you can touch the stone and use an action to cast the sending spell from it. The target is any other speaking stone whose location or unique sequence of symbols you know. A creature within 5 feet of the stone hears the message as if they were the target. In a Sivis message station, a gnome is always on duty by the speaking stone, listening for messages that might come in and transcribing them for delivery to their intended recipients. • SPELLSHARD Wondrous item, common This polished Eberron dragonshard fits in the hand and stores information similar to a book. The shard can hold the equivalent of one book that's no more than 320 pages long. A shard can be created blank or already filled with information. When the shard is created, the creator can set a passphrase that must be spoken to access the information stored within. While holding the shard, you can use an action to open your mind to the shard, seeing its content in your mind. On subsequent rounds, reading the text or scribing new text on blank "pages" in the shard requires concentration (as if concentrating on a spell) and takes the same amount of time it takes you to read and write normally. Thinking of a particular phrase or topic draws you to the first section in the shard that addresses it. A wizard can use a spellshard as a spellbook, with the usual cost in gold and time to "scribe" a spell into the shard. VENTILATING LUNGS Wondrous item, rare (requires attunement) These metallic nodules were created in response to the poisonous gases used on the battlefields of the Last War. When you attune to these lungs, they replace the lungs in your chest, which disappear. The lungs allow you to breathe normally, even in an antimagic field, and their breathing function can't be suppressed by magic. Outside an antimagic field or any other effect that suppresses magic, these lungs allow you to breathe normally in any environment (including a vacuum), and you have advantage on saving throws against harmful gases such as those created by a cloudkill spell, a stinking cloud spell, inhaled poisons, and gaseous breath weapons . As an action, you can use these lungs to exhale a gust of wind, as if you had cast the gust of wind spell (spell save DC 15) with no components. This property of the lungs can't be used again until the next dawn. If your attunement to the lungs ends, your original lungs reappear. WAND SHEATH Wondrous item, common (requires attunement by a warforged) A wand sheath clamps onto your arm and imparts the following benefits: The wand sheath can't be removed from you while you're attuned to it. • You can insert a wand into the sheath as an action. The sheath can hold only one wand at a time . • You can retract or extend a wand from the sheath as a bonus action. While the wand is extended, you can use it as if you were holding it, but your hand remains free. If a sheathed wand requires attunement, you must attune to the wand before you can use it. However, the wand sheath and the attached wand count as a single magic item with regard to the number of magic items you can attune to. If you remove the wand from the sheath, your attunement to the wand ends. C HAPTER 5 I TREASURES 2 79


WHEEL OF WIND AND WATER Wondrous item, uncommon When mounted at the helm of an elemental galleon or airship, this wheel allows a creature that possesses the Mark of Storm to telepathically control the elemental bound inside the vessel. If a wheel of wind and water is mounted on a mundane sailing ship, a creature with the Mark of Storm who is using the wheel can create an area of ideal conditions around the vessel, increasing its speed by 5 miles per hour. ELDRITCH MACHINES In a Cannith enclave, a team of artificers maintain a creation forge that produces warforged. In the Shadow Marches, druids guard the seals that hold the daelkyr at bay. In the sewers below Sham, a mad necromancer puts the final touches on a device that will turn the city's residents into undead. Such contraptions are categorized as eldritch machines-magical devices of immense power that are too large to be moved easily. Eldritch machines are marvels of magic and engineering that require special components and conditions to function. For example, a particular eldritch machine might function only in a manifest zone where two or more planes are coterminous. Ultimately, eldritch machines are plot devices that can represent the culmination of a villain's master plan or a last defense against evil. CREATION FORGE A creation forge is a spherical chamber that contains a floating obelisk. This obelisk creates warforged souls and places them in newly constructed warforged bodies. Only dragonmarked members of House Cannith can create and maintain such devices, and though the Treaty of Thronehold mandated the destruction of all creation forges in Khorvaire after the Last War, at least one creation forge is rumored to exist in the bowels of Sham. DIMENSIONAL SEAL A dimensional seal is a massive stone slab covered with a complex pattern of runes and sigils. The seal projects an invisible field in a 2-mile radius. This field blocks all forms of conjuration magic and any other effect that involves teleportation or planar travel. Dimensional seals are usually found in the Eldeen Reaches and the Shadow Marches-reminders of the conflict between the Gatekeepers and the daelkyr. The techniques used to create these seals have been long lost. It's said that as a whole, the dimensional seals keep the daelkyr bound in Khyber and prevent Xoriat from becoming coterminous with Eberron. If enough of these seals are destroyed, there could be dire consequences for the world.


MABARAN RESONATOR This dread device draws on the power of Mabar, infusing the dead with the malign energy of the Endless Night. While it is active, any humanoid that dies within 2 miles of the resonator reanimates 1 minute later as a zombie (see the Monster Manual for its stat block) under the control of the creature controlling the device. MASTER'S CALL While this looks like a scrap heap assembled from shattered constructs, this eldritch machine possesses great power. A creature in control of it can sense the presence and location of all warforged within 10 miles of the device and can, as an action, send a telepathic message to them laced with enchantment magic. Such a message can be sent no more than once every 24 hours. A warforged who receives the message is compelled to follow one command contained within it, unless the warforged succeeds on a DC 12 Wisdom saving throw. The affected warforged breaks free of the command after 24 hours. SPELL SINK This device emanates an antimagic field (same effects as the antimagic field spell) in a radius of 1 to 3 miles. The field can be activated or deactivated as an action with a touch by its controller. The form that the device takes depends on the nature of its creator. The Ashbound druids despise unnatural magic, so a spell sink created by them might be a living artifact, such as a twisted tree that consumes the magical energy around it. Conversely, a spell sink created by a mad artificer might be a massive vessel composed of dragonshards and exotic metals. A variant device called the spell siphon not only neutralizes magic but also absorbs all magical energy in the area, storing that power for a cataclysmic effect. STORM SPIRE This eldritch machine can only be controlled by creatures that bear the Mark of Storm. Storm spires allow House Lyrandar to influence the weather, which can be a boon for the local population or a curse if a Lyrandar baron chooses to demand payment for ideal weather. EVERYDAY MAGIC ITEMS Thanks to dragonshards, common magic items-including the ones in Xanathar's Guide to Everything-are readily available in Khorvaire. BUYING A COMMON MAGIC ITEM In Eberron, common magic items can be found for sale in most communities. The DM determines the stock that is available, or the DM has the shoppers make a group Intelligence (Investigation) check to find a shop or peddler that has the desired item in stock. The DC for this check is 10 in a city, 15 in a town, and 20 in a village. If the check fails, at least 24 hours must pass before looking for the same item in that community. The DM sets the price of a common magic item or determines it randomly: 2d4 x 10 gp, or half as much for a consumable item such as a potion or scroll. CREATING COMMON MAGIC ITEMS Normally, a magic item in Eberron is created using the crafting rules in the Dungeon Master's Guide or Xanathar's Guide to Everything. But if you have a dragonshard, you can more easily create a common magic item. To create such an item with a dragonshard, a character must have proficiency in the tools used to create a nonmagical version of the item or proficiency in the Arcana skill. For example, a potion of healing can be created by a character who has proficiency with the herbalism kit. A spellcaster can scribe a spell scroll of a spell they know if they have proficiency in the Arcana skill, and they must provide all material components required for the spell. A cantrip scribed onto a scroll works as if the caster were 1st level. The Creating Common Magic Items table states how much time and money you must spend to craft a common magic item with a dragonshard, which is expended in the creation process. The hours of creation can be spread over multiple days, which needn't be consecutive. CR EATI NG COM MON MAGIC ITEMS Common Magic Item Time Cost Spell scroll (cantrip) 8 hours 15 gp Potion of healing 8 hours 25 gp Any other common magic item 32 hou rs* 50 gp'' ;,Halved for a consumable item like a potion or scroll CRAFTING COMPLICATIONS If the DM is using the crafting rules in Xanathar's Guide to Everything for items that aren't common, the creation process can involve complications. Assume there's a 10 percent chance of a complication arising for every five workweeks (25 days) spent on crafting the item. Xanathar's Guide to Everything presents a number of possible complications, or you can use the Eberron Crafting Complications table. EBERRON CRAFTI NG COM P LICATIONS d6 Complication House Cann ith or another dragon marked house takes an interest in your work. Do they view you as a threat, or are they impressed by your techniques? 2 A mishap creates a temporary manifest zone (see "The Planes of Existence" in chapter 4 for information on manifest zones). 3 You need to acquire an additional rare component to complete your work. Time for adventure! 4 The sh ifting balance of the planes interferes with your work; you m ust wait for the cu rrent planar alignment to change. This delays your work by 2d6 days. 5 Your efforts draw the attention of the Au rum, the Chamber, the Emerald Claw, or the Lords of Dust. 6 Your item becomes sentient (see chapter 7 of the Dungeon Master's Guide for rules on sentient items). C HAPTER 5 I TREASURES


0 FRIENDS AND FOES ( VEN AS THE FIVE NATIONS SLOWLY RECOVER from the Last War, rumors spread of the alien daelkyr, the Emerald Claw, the Lord of Blades, and other threats growing in power across the world. This chapter provides stat blocks for many of the creatures that can play a role in an Eberron campaign, including enemies that might overrun a town, powerful entities threatening all Khorvaire, and NPCs that can serve as either friends or foes. The chapter's monsters appear first in a bestiary. They're followed by a collection of generic NPCs-various people who can populate your Eberron adventures. Remember that few intelligent creatures in Eberron are inherently evil. Even dragons, which on other worlds are associated with certain alignments, choose their own paths. The adventure ideas and encounter tables in chapter 4 offer abundant examples of monsters behaving in ways that aren't traditionally monstrous. STAT BLOCKS BY CREATURE TYPE Here are the creatures in this chapter sorted by creature type. ABER R ATION Belashyrra Doi gaunt Doi grim Dyrrn Hashalaq q uori Kalaraq quori Tsucora quori BEAST Clawfoot Fastieth CELESTIAL Radiant idol CO N STRUCT Expeditious messenger I ron defender Living burning hands Living cloudkill Living lightn ing bolt Warforged colossus Warforged titan FEY Dusk hag Valenar hawk Valenar hound Valenar steed FI END Mordakhesh Rak Tulkhesh Sul Khatesh Zakya rakshasa HUM ANOID Bone kn ight Changeling Inspired Kalashtar Lord of Blades M agewright Shifter Tarkanan assassin Warforged soldier UN DEAD Karrnathi undead soldier Lady lllmarrow Undying councilor Undying soldier BESTIARY The following pages feature stat blocks for various creatures of Eberron, arranged in alphabetical order. For guidance on how to use a creature's stat block, consult the introduction of the Monster Manual. DAELKYR The daelkyr are the lords of madness and the emissaries of Xoriat, who invaded Eberron with a host of mind flayers, beholders, and other foul aberrations. Wherever they walked, the daelkyr reshaped the world in their image, sowing madness and creating monsters. They fused goblins together to create the gibbering dolgrims and crafted the blind dolgaunts from hobgoblin stock. The goblinoid champions of Dhakaan fought fiercely. But in the end, it was the ore Gatekeeper druids who closed the portals to Xoriat and drove the daelkyr into Khyber. The Gatekeepers crafted seals to hold both the power of Xoriat and the daelkyr at bay, and as long as those seals remain intact, the lords of madness can't rise from the depths. Today, those seals are thousands of years old and the Gatekeepers are all but forgotten. Mind flayers scheme in the sewers of Sham, and cultists beseech beholder priests for the blessings of Belashyrra, the Lord of Eyes. And in the shadows of Khyber, the daelkyr are waiting. TH E Six DAELKYR Six daelkyr are known on Eberron through their cu lts and legends: Belashyrra and Dyrrn, who are detailed in this chapter, and the four described below. Other daelkyr surely lurk in the depths of Khyber. Avassh. The Twister of Roots devotes its attentions to plants. Avassh is said to be the sou rce of sham bling mounds and myconids, but any un natural and deadly vegetation might be its work. Kyrzin. The cults of the Prince of Slime are based in the Shadow Marches and are i nfamous for cultivating gibbering beasts. Kyrzin creates sentient slimes that can enter humanoid bodies. In some tales, these creatures control their hosts, while in others, they are parasites that burn their way out of the body when it's time to strike. Orlassk. The Master of Stone is said to have created basilisks, medusas, gorgons, cockatrices, and other monstrosities and aberrations with the power of petrification. Orlassk's citadel is carved i nto the body of a gargantuan gargoyle that roams the chasms of Khyber. Valaara. The Crawling Queen works its will on i nsects, arachnids, and other vermin. Swarms with malign sentience, worms that consume victims from within, cultists that slowly become insects-all of these del ight Valaara. C HAPTER 6 I FRIENDS AND FOES


Held Loosely in Space. The daelkyr have lairs within Khyber, but these are no mere caverns. Each daelkyr's domain is a demiplane reflecting the twisted vision of its master. These realms are connected to the surface by tunnels and chasms, but they defy conventional geography. Passages to Belashyrra's domain can be found in the Shadow Marches, but tunnels also connect its realm to Xen'drik. Adventurers can potentially cross great distances quickly by passing through a daelkyr's domain. Unfathomable Evil. The daelkyr are utterly alien, and their physical forms can't be fully perceived by mortals. Viewers perceive the same general impression of a daelkyr, but the details vary in ways that can't be controlled. For example, Belashyrra might appear as a female humanoid surrounded by floating eyes to some viewers, while other viewers see a haggard male elf. SPAWN OF THE DAELKYR Most of the aberrations on Eberron are the creations of the daelkyr. The daelkyr are masters of flesh-shaping, and they altered existing life forms-often beyond recognition-to create soldiers for their wars against the peoples of Khorvaire. When a character faces a creature twisted by the daelkyr-an aberration or another creature bearing a daelkyr's corruption-consider rolling on the Daelkyr Modifications table to add strange cosmetic details to the creature. DAE LKYR MODI FICATIONS dl 0 Modification l The creature is fused with another creature or o bject. 2 The creature has additional eyes, or its existing eyes are replaced with the eyes of a different creature. 3 The creature produces eerie music instead of speech. 4 The creature's skin has an un usual texture or color. 5 The creature's hair is replaced by spines or tentacles. 6 The creature's Aesh is transparent. 7 The creature has extra limbs. 8 The creature is biolumi nescent. 9 The creature has an additional head. 10 The creature sheds its skin every 60 days. BEHOLDERS Beholders served as the living artillery of the daelkyr forces, shattering hobgoblin armies with their deadly eye rays. When the Gatekeepers drove back and imprisoned the daelkyr, most of the beholders were driven into Khyber along with their creators. Today, beholders are solitary, egocentric creatures. Some have remained among the daelkyr and dolgaunts (presented later in this chapter), while others have accumulated their own followings among the Cults of the Dragon Below. A few have abandoned the path of aggression in favor of solitary philosophy and reflection. A beholder philosopher might manipulate events in a humanoid city not to gain power or wealth, but to stimulate and then study a particular social or economic situation. C HAPTER 6 I FRIENDS AND FOES ... CHARACTE RS WITH TI ES TO THE DAELKYR Player characters might manifest connections to the daelkyr in many ways. The G reat Old One warlock patron is an excel lent match to Belashyrra or Dyrrn, but other classes can just as easi ly reflect a connection to this darkness. For example, a barbarian's rage might be seen as a form of daelkyr-induced madness, or a sorcerer's Sorcerous Origin could be the result of a daelkyr experiment. When a character has a tie to a dael kyr, consider whether that tie was chosen or thrust u pon them. Is the character a cultist who embraces their dark path, believing that a world transformed by the daelkyr will be a better place? Or is the character a victim of the dael kyr, consumed by the fear of what they might become? The touch of the daelkyr might be purely mental, or it might be accompan ied by a physical transformation. A barbarian touched by Belashyrra might serve as an eye of the All-Seer but remain physically u nchanged, even as a barbarian tied to Dyrrn takes on aberrant features while raging. When a warlock character gains the Devil's Sight invocation, they might l iterally gain the fiery red eyes of a devil. DOPPELGANGERS .... The daelkyr Dyrrn the Corruptor enhanced the latent psychic abilities of changelings to develop doppelgangers, while implanting a desire to cause chaos in the communities around them.-even when there's no benefit in it for the doppelganger. Some doppelgangers, driven by visions from the daelkyr, can be found working with the Cults of the Dragon Below or fighting alongside aberrations in Khyber. Others operate alone. LYCANTHROPES Many people believe that shifters are descended from lycanthropes, but shifter druids often assert the opposite-that the abilities of the shifters are a gift from Eberron or Lamannia, but the gift was corrupted by the daelkyr to create the curse of lycanthropy. Whatever the origin of lycanthropy, in the ninth century YK, the power of the curse surged dramatically, and all lycanthropes were drawn toward evil. The Church of the Silver Flame engaged in a long crusade to defend civilization from this brutal scourge, eventually all but eradicating lycanthropy from the Five Nations. The lycanthropes that survived hid in dark places, deep within the woods of the Eldeen Reaches and Droaam. The common people of Khorvaire still see lycanthropes as a dire threat. Most folks don't understand that good-aligned lycanthropes exist. MIND FLAYERS The illithids of Eberron are the creations of the daelkyr Dyrrn the Corruptor. Most mind flayers on Eberron dwell in Khyber with their daelkyr masters, commanding cities of dolgaunts and dolgrims. A few can be found on the surface, working with the Cults of the Dragon Below or pursuing their own enigmatic goals. The mind flayers often seem to pursue reopening the gates to Xoriat with more urgency than the daelkyr themselves do. The immortal daelkyr can afford to wait for another ten thousand years; the illithids aren't so patient.


BELASHYRRA Belashyrra is the Lord of Eyes, also known to its cultists as the All-Seer or the Glorious Eye. Stories told of Belashyrra in the Shadow Marches whisper that the Lord of Eyes can see every evil deed a person commits, and that those touched by this daelkyr suffer terrible hallucinations that inevitably drive them to violence or death. Dreadful Visions. The madness of Belashyrra is tied to sight: images that can't be unseen, horrific hallucinations, the fear of blindness and of being watched-or realizing that something else is using your eyes. Belashyrra can force its victims to question whether what they perceive is real, or can fill their world with such terrors that they willingly blind themselves to escape. Belashyrra sees mortals as raw materials to be exploited or insects to be exterminated. However, the Lord of Eyes has been known to take an interest in specific mortals. Belashyrra's warlocks serve as its envoys in the world and are often directed to seek out creatures and sites that the daelkyr wishes to see through their eyes. Belashyrra's Cults. The Lord of Eyes has followers across Khorvaire, and its cults are typically driven by mad visions. Devoted cultists can grow eyes in unusual locations, and might have darkvision or other supernatural abilities when they view the world through those eyes. Beholderkin often advise or lead Belashyrra's cults, and cultists typically treat these aberrations as divine beings. BELASHYRRAS LAIR Belashyrra makes its lair in the Citadel of Lidless Eyes deep in Khyber, a site that appears to have been molded from molten stone, chitin, and flesh. Across its warped and liquid expanses, thousands of eyes of every size and shape peer into the endless darkness. Beholders, dolgrims, and stranger aberrations dwell within the halls of the citadel, which is one of the few places where such creatures are willing to live side by side. Some beholderkin serve Belashyrra as guards and agents, while others spend their lives in deep meditation, pursuing inner visions known only to the Lord of Eyes. It's rumored that anyone who sits on the citadel's throne can see through the eyes of any sentient creature on Eberron or in Khyber. If encountered in its lair, Belashyrra has a challenge rating of 23 (50,000 XP). Lair Actions. While within the Citadel of Lidless Eyes, Belashyrra can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Belashyrra can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row: • An eye opens on a solid surface within 60 feet of Belashyrra. One random eye ray of Belashyrra's shoots from that eye at a target of Belashyrra's choice that it can see. The eye then closes and disappears. • Belashyrra creates a wave of madness. Each creature it can see within its lair must succeed on a DC 22 Wisdom saving throw or be charmed for 1 minute. While charmed in this way, a creature must use its action at the start of its turn before moving to make a melee attack against another creature of Belashyrra's choice within reach. If there are no creatures within reach, the charmed creature can act normally for that turn. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Belashyrra taps into the eyesight of creatures in its lair and alters their perception. Each creature of Belashyrra's choice in the lair must make a DC 22 Wisdom saving throw. On a failure, the affected creature perceives objects and creatures a short distance from their actual locations, imposing disadvantage on the creature's attack rolls against those targets. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this lair action for the next 24 hours. Regional Effects. Belashyrra's lair is known to touch remote areas of the Shadow Marches and caverns below Xen'drik. A region containing a passage to Belashyrra's lair is warped by its magic, which creates one or more of the following effects: • Creatures within 1 mile of the passage sometimes feel as if they're being watched. Beasts that live within 5 miles of the passage undergo magical transmutation", growing eyes or eyestalks that Belashyrra can see through. A humanoid who spends at least 1 hour within 1 mile of the passage must succeed on a DC 21 Wisdom saving throw or descend into a type of madness (see "Madness of Belashyrra" below). A creature that C HAPTER 6 I FRIENDS AND FOES


286 succeeds on this saving throw can't be affected by this regional effect again for 24 hours. If Belashyrra dies, these effects fade over the course of ldlO days. MADNESS OF BELASHYRR.A'. If a creature goes mad in Belashyrra's lair or while it can see the daelkyr, it gains a form of indefinite madness. Roll on the Madness of Belashyrra table to determine the nature of this madness, which takes the form of a character flaw that lasts until cured. Chapter 8 of the Dungeon Master's Guide has more information on madness. BELASHYRRA Medium aberration, chaotic evil Armor Class 19 (natural armor) Hit Points 304 (32d8 + 1 60) Speed 40 ft., fly 40 ft. (hover) STR 24 (+7) DEX 21 (+5) CON 20 {+5) INT 25 {+7) Saving Throws I nt + 14, Wis + 13, Cha + 13 Skills Arcana +14, Perception +1 3 Damage Resistances poison, psychic WIS 22 (+6) Condition Immunities blinded, charmed, exhaustion, frightened, poisoned, prone Senses truesight 1 20 ft., passive perception 23 Languages Deep Speech, telepathy 1 20 ft. Challenge 22 (41,000 XP) CHA 23 (+6) Alien Mind. If a creature tries to read Belashyrra's thoughts or deals psychic damage to it, that creature mu st succeed on a DC 22 Intelligence saving th row or be stu nned for l minute. The stu nned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Eye Thief Belashyrra can see through the eyes of all creatures with in 1 20 feet of it. It can use its Eye Ray through any creature with in 1 20 feet of it, as though it were in that creature's space. Legendary Resistance (3/Day). If Belashyrra fails a saving th row, it can choose to succeed instead. Magic Resistance. Belashyrra has advantage on saving throws against spells and other magical effects. Regeneration. Belashyrra regains 20 hit points at the start of its turn. If it takes radiant damage, this trait doesn't fu nction at the start of its next turn. Belashyrra dies only if it starts its turn with 0 hit points and doesn't regenerate. Teleport. As a bonus action, Belashyrra can teleport up to 30 feet to an unoccupied space it can see. ACTI ONS Multiattack. Belashyrra makes two attacks with its claws and uses its Eye Ray once. Claw. Melee Weapon Attack: + 14 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) slashing damage. CHAPTER 6 I FRIENDS AND FOES MADN ESS OF BELASHYRRA d6 Flaw (lasts until cured) "I constantly see shapes moving in the shadows." 2 "I perceive certain types of people-vocations or entire societies-as hideous monsters." 3 "Someone is watching everything I do." 4 "When I close my eyes, I see my past misdeeds." 5 "I don't trust my sight. I have no idea what's real and what's a hallucination." 6 "Something watches the world through my eyes. To thwart them, I keep my eyes closed or covered." Eye Ray. Belashyrra shoots one of the fol lowing magical eye rays of its choice, targeting one creature it can see within 120 feet of it: 7. Psyche-Reconstruction Ray. The target must make a DC 22 Wisdom saving th row, taking 49 (9dl 0) psychic damage on a failed save, or half as much damage on a successful one. If this damage reduces a creature to 0 hit points, it dies and transforms into a spectator (see its entry in the Monster Manual) under Belashyrra's control and acts immediately after Belashyrra in the initiative order. The target can't be retu rned to its original form by any means short of a wish spell. 2. Domination Ray. The target mu st succeed on a DC 22 Wisdom saving throw or be charmed by Belashyrra for l minute or until the target takes damage. Belashyrra can issue telepathic commands to the charmed creature (no action required), which it does its best to obey. 3. Mind-Weakening Ray. The target m ust succeed on a DC 22 I ntelligence saving throw or take 36 (8d8) psychic damage and be unable to cast spells or activate magic items for l minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 4. Blinding Ray. The target and each creature within 10 feet of it must succeed on a DC 22 Constitution saving th row or take 19 (3d12) radiant damage and be bli nded for 1 minute. Until this blindness ends, Belyshyrra can see through the bl inded creature's eyes. The bl inded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. LEG E N DARY ACTIONS Belashyrra can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Belashyrra regains spent legendary actions at the start of its turn. Claw. Belashyrra makes one claw attack. Implant Fear (Costs 2 Actions). Belashyrra targets a creature it can see within 60 feet of it. The target must succeed on a DC 22 Wisdom saving th row or take 22 {4d1 0) psychic damage and immediately use its reaction, if available, to move as far as its speed allows away from Belashyrra. Rend Reality (Costs 3 Actions). Belashyrra rips at the bonds of reality in its immediate area. Each creature within 10 feet of Belashyrra must succeed on a DC 22 Constitution saving throw or take 19 (3d12) fo rce damage and gain one level of exhaustion.


DYRRN Dyrrn is known to its followers as the Corruptor, the Stealer of Thoughts, the Slithering Lord, and the Foul Labyrinth. In the lore of the Gatekeepers, it is said that Dyrrn plants thoughts in the weak minded-the seeds of terrible ideas that fester and grow. Those who are particularly brilliant often draw the attention of the Foul Labyrinth, which hungers to consume unique minds. Twisting Flesh and Thought. The mind flayers of Eberron know Dyrrn as the Overmind, and it serves as the cornerstone of their collective consciousness. Of all the daelkyr, the Corruptor is the most adept at twisting minds and bodies to create monsters. It was Dyrrn who turned goblinoid prisoners into the first dolgaunts and dolgrims, creating the legions that would savage the nations of Khorvaire. Dyrrn is also a prolific creator of symbionts-treasures that tempt people to bind alien entities to their flesh. Dyrrn's Cults. Dyrrn's lair touches the Eldeen Reaches, and the druids of the Towering Wood are always watching for Dyrrn's influence. At the start of the Last War, the dwarves of the Mror Holds discovered passages to the daelkyr's realm below their halls, and Dyrrn's cults have spread from there. Mind flayers often work with Dyrrn's cults, many of which are obsessed with evolution-through the use of symbionts or by becoming an aberration. Those who worship the Stealer of Thoughts believe that Dyrrn will consume all sentient beings, except for its servants. Dyrrn most often appears as a tall humanoid male with pale skin, clad in a heavy cassock of interwoven black leather that slithers unsettlingly around the daelkyr's form. Dyrrn can extend tentacles from its body, using them to extract the brains of others. DYRRN's LAIR Dyrrn makes its lair in the Palace of Sinew, a horrid site shaped from the leftover flesh and bones of the daelkyr's sculpting. The walls of the palace undulate as air flows through them, as if the space were breathing. Lair Actions. While within the Palace of Sinew, Dyrrn can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Dyrrn can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row: Dyrrn uses its Corruption action. • A 30-foot-square area of ground within 120 feet of Dyrrn sprouts tentacles until initiative count 20 on the next round. Any creature that starts or ends its turn in the area must succeed on a DC 23 Strength saving throw or be restrained. A creature can escape the tentacles with a successful DC 23 Strength (Athletics) or Dexterity (Acrobatics) 'check as an action. • Each creature of Dyrrn's choice that it can see within 120 feet of it must succeed on a DC 23 Wisdom saving throw or take 26 (4dl2) psychic damage. Unless the target has immunity to psychic damage, its Intelligence score is reduced by ld4 each time it fails the C HAPTER 6 I FRIENDS AND FOES


saving throw for this lair action. The target dies if its Intelligence score is reduced to 0. The reduction lasts until the target finishes a short or long rest. Re§ional Effects. A region containing a passage to Dyrrn's lair is warped in one or more of these ways: • Plants and animals raised within 2 mile of the passage have twisted, aberrant forms. Use the Daelkyr Modifications table for inspiration. • Creatures within 1 mile of the passage frequently feel as if something is crawling under their skin. • If a humanoid spends at least 1 hour within 1 mile of the passage, that creature must succeed on a DC 22 Wisdom saving throw or descend into a type of madness (see "Madness of Dyrrn" below). A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours. If Dyrrn dies, these effects fade away after ldlO days. DYRRN Medium aberration, chaotic evil Armor Class 21 (natural armor) Hit Points 325 (3ld8 + 1 86) Speed 40 ft., fly 40 ft. (hover) STR 26 (+8) DEX 21 (+5) CON 22 (+6) INT 26 (+8) Saving Throws I nt +1 5, Wis + 13, Cha +14 WIS 23 (+6) CHA 24 (+7) Skills Arcana +1 5, History +1 5, I nsight +1 3, Perception +1 3 Damage Resistances poison, psychic Condition Immunities bli nded, charmed, exhaustion, frightened, poisoned, prone Senses truesight 1 20 ft., passive perception 23 Languages Deep Speech, telepathy 120 ft. Challenge 24 (62,000 XP) Alien Mind. If a creature tries to read Dyrrn's thoughts or deals psychic damage to it, that creature m ust succeed on a DC 23 I ntell igence savi ng throw or be stunned for l mi nute. The stunned creature can repeat the savi ng throw at the end of each of its turns, ending the effect on itself on a success. Legendary Resistance (3/Day). If Dyrrn fails a savi ng throw, it can choose to succeed instead. Magic Resistance. Dyrrn has advantage on saving th rows against spells and other magical effects. Regeneration. Dyrrn regains 20 hit points at the start of its turn. If Dyrrn takes radiant damage, this trait doesn't fu nction at the start of its next turn. Dyrrn dies only if it starts its turn with 0 hit points and doesn't regenerate. Teleport. As a bonus action, Dyrrn can teleport up to 30 feet to an unoccupied space it can see. ACTI ONS Multiattack. Dyrrn makes one Tentacle Whip attack and uses its Corruption once. Dyrrn can replace its Tentacle Whip attack with Extract Brain if it has a creature grappled. C HAPTER 6 I FRIENDS AND FOES MADNESS OF DYRRN If a creature goes mad in Dyrrn's lair or while it can see the daelkyr, it gains a form of indefinite madness. Roll on the Madness of Dyrrn table to determine the nature of this madness, which takes the form of a character flaw that lasts until cured. Chapter 8 of the Dungeon Master's Guide has more information on madness. MADN ESS OF DYRRN d6 Flaw (lasts until cured) "There's an illithid parasite living in my brain!" 2 "I can feel myself evolving into an aberration." 3 "Aberrations are the only natural things." 4 "A part of me has become a conscious entity." 5 "My opponents m ust bow down to a mind flayer!" 6 "Dyrrn and the mind flayers simply want to un ite all sentient creatures in collective consciousness. And I receive messages from the group mind!" Tentacle Whip. Melee Weapon Attack: +1 5 to hit, reach 10 ft., one target. Hit: 24 (3dl0 + 8) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 23), pulled into an unoccupied space within 5 feet of Dyrrn, and mu st succeed on a DC 23 I ntel ligence saving th row or be stunned until this grapple ends. Dyrrn can't use the same tentacle whip on another target until this grapple ends. Dyrrn has two tentacle whips. Corruption. Dyrrn targets one creature it can see within 60 feet of it. The target must succeed on a DC 23 Constitution saving th row or take 22 (4d6 + 8) necrotic damage and become corrupted for l minute. A corrupted creature's flesh twists in alien ways. The creature has disadvantage on attack rolls, its speed is reduced by half, and if it tries to cast a spel l, it must fi rst succeed on a DC 15 Intel ligence check or the spell fails and is wasted. The corrupted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Extract Brain. Melee Weapon Attack: +1 5 to hit, reach 5 ft., one incapacitated creature grappled by Dyrrn. Hit: 55 (lOdlO) piercing damage. If this damage reduces the target to 0 hit points, Dyrrn kills the target by extracting and devouring its brain. LEG E N DARY ACTIONS Dyrrn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Dyrrn regains spent legendary actions at the start of its turn. Tentacle Whip. Dyrrn makes one attack with its Tentacle Whip. Spawn Aberration (Costs 2 Actions). Dyrrn regurgitates an intellect devourer (see its entry in the Monster Manual) in an unoccupied space within 5 feet of it. The intellect devourer is under Dyrrn's control and acts immediately after Dyrrn in the initiative order. Mind Blast (Costs 3 Actions). Dyrrn magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 23 I ntelligence saving throw or take 30 (5d8 + 8) psych ic damage and be stu nned for l minute. A creature can repeat the savi ng throw at the end of each of its turns, ending the effect on itself on a success.


DINOSAURS Dinosaurs are widespread on Eberron, particularly in Q'barra, the Talenta Plains, Xen'drik, and Argonnessen. Smaller dinosaurs are the rule in Q'barra and the Talenta Plains, including varieties commonly used by Talenta halflings as mounts. CLAWFOOT Clawfoot dinosaurs are two-legged saurians with sharp teeth and toe claws that resemble deadly sickles. They are imposing creatures, about the size of a tall human, and are fierce enough to take down even larger prey. In the wild, an untrained clawfoot can easily hold its own in combat, but they are even fiercer when hunting in packs. Their instinct for pack structure has made these dinosaurs a traditional war mount for the halflings of the Talenta Plains, with clawfoots quickly and eagerly responding to training and control. CLAWFOOT Medium beast, unaligned Armor Class 13 Hit Points 19 (3d8 + 6) Speed 40 ft. STR 12 (+1) DEX 16 (+3) CON 14 (+2) Skills Perception +3, Stealth +S Senses passive Perception 13 Languages - Challenge 1 (200 XP) INT 4 (-3) WIS 12 (+1) CHA 6 (-2) Pack Tactics. The clawfoot has advantage on an attack roll against a creature if at least one of the clawfoot's allies is with in S feet of the creature and the ally isn't incapacitated. Pounce. If the clawfoot moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 11 Strength saving throw or be knocked prone. If the target is prone, the clawfoot can make one bite attack against it as a bonus action. ACTIONS Multiattack. The clawfoot makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +5 to h it, reach 5 ft., one target. Hit: 7 (ld8 + 3) piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (ld8 + 3) slashing damage. FAST IE TH FASTIETH Fastieth are human-sized, two-legged saurians with large eyes, brightly colored and patterned scales, and strong legs. They are the most common mounts of the halflings of the Talenta Plains, bred for speed. Although too small to bear larger riders, a fastieth can carry a halfling with light gear easily and at a good pace. Fastieths are typically stubborn creatures, so specimens with an even temperament are prized among the Talenta tribes. Being herbivores, fastieths prefer to flee rather than fight. However, even though not trained for battle, they can deliver a vicious bite if pressed. FASTIETH Medium beast, unaligned Armor Class 14 Hit Points 9 (2d8) Speed SO ft. STR 12 (+1) DEX 18 (+4) CON 10 (+O) Senses passive Perception 10 Languages - Challenge 1 /4 (SO XP) INT 4 (-3) WIS 11 (+O) CHA 4 (-3) Quickness (Recharge 5-6). The fastieth can take the Dodge action as a bonus action. ACTIONS Bite. Melee Weapon Attack: + 6 t o hit, reach S ft., one target. Hit: 8 (ld8 + 4) piercing damage. C HAPTER 6 I FRIENDS AND FOES


DOLGAUNT Dolgaunts are emaciated hobgoblins with disease-hued flesh. Their eye sockets gape open and empty above a mouth with a wormlike tongue. Writhing cilia cover their bodies, with longer tendrils around their heads and two wiry tentacles protruding from their bare shoulders. A dolgaunt is blind but can perceive its surroundings through the sensitive cilia that cover its skin. It can also absorb life through its tentacles, allowing it to drain the vitality out of any creature it touches. Warped by Chaos. When the daelkyr emerged from Xoriat to conquer Khorvaire, they captured and transformed that land's indigenous creatures to create armies of hideous warriors. Dyrrn the Corruptor shaped dolgaunts from hobgoblin stock, turning them into intelligent, cold, and efficient killers. When the daelkyr were defeated, the dolgaunts descended into the depths of Khyber with their masters. There, they study in cavernous monasteries, forging their bodies into Jiving weapons dedicated to the missions given them by those masters. Dolgaunts are often found commanding squads of dolgrims, and can also be found working with the Cults of the Dragon Below-particularly those devoted to Dyrrn the Corruptor. C HAPTER 6 I FRIENDS AND FOES Medium aberration, lawful evil Armor Class 16 (Unarmored Defense) Hit Points 33 (6d8 + 6) Speed 40 ft. STR 14 (+2) DEX 18 (+4) CON 12 (+l) INT 13 (+1) WIS 14 (+2) Skills Acrobatics +6, Perception +4, Stealth +6 Condition Immunities blinded Senses blindsight 1 20 ft. (blind beyond this radius), passive Perception 14 Languages Deep Speech, Goblin Challenge 3 (700 XP) CHA 11 (+O) Evasion. If the dolgaunt is subjected to an effect that al lows it to make a Dexterity saving th row to take only half damage, the dolgaunt instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated. Unarmored Defense. While the dolgaunt is wearing no armor and wielding no shield, its AC i ncludes its Wisdom modifier. ACTIONS Multiattack. The dolgaunt makes two tentacle attacks and two unarmed strikes. Up to two tentacle attacks can be replaced by Vital ity Drain. Tentacle. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 7 (ld6 + 4) bludgeoning damage. The target is grap· pied (escape DC 1 2) ifit is a Large or smaller creature. Until this grapple ends, the dolgaunt can't use the same tentacle on another target. The dolgaunt has two tentacles. Unarmed Strike. Me/ee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (ld4 + 4) bl udgeoning damage. Vitality Drain. One creature grappled by a tentacle of the dolgaunt must make a DC 11 Constitution saving th row. On a failed save, the target takes 9 (2d8) necrotic damage, and the dolgaunt regains a number of hit poi nts equal to half the necrotic damage taken.


DOLGRIM Dolgrims are squat, deformed things. Warped by the daelkyr, a dolgrim is essentially two goblins crushed into one creature, their misshapen body boasting four arms and a pair of twisted mouths that gibber and slather at the front of a headless torso. The two mouths of a dolgrim sometimes carry on demented conversations with one another. However, a dolgrim has only a single personality-sadistic, bloodthirsty, and brutally dedicated to serving itself. Small numbers of these creatures sometimes make their way to the surface, often under the command of dolgaunts, and undertaking missions advancing the inscrutable schemes of their malevolent masters. But great hordes of dolgrims remain clustered in Khyber with the daelkyr, dreaming of the day when they will be released into Eberron to feast and destroy. DO LG RIM Small aberration, chaotic evil Armor Class 15 (natural armor, shield) Hit Points 13 (3d6 + 3) Speed 30 ft. STR 15 (+2) DEX 14 (+2) CON 12 (+l) INT 8 (-1) • .. .. WIS 10 (+O) Senses darkvision 60 ft., passive Perception 10 Languages Deep Speech, Goblin Challenge 1/2 (100 XP) • CHA 8 (-1) Dual Consciousness. The dolgrim has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. ACTIONS Multiattack. The dolgrim makes three attacks. Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (ld8 + 2) pierci ng damage. Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (ld6 + 2) pierci ng damage, or 6 (ld8 + 2) piercing damage if used with two hands to make a melee attack. Hand Crossbow. Ranged Weapon Attack: +4 to h it, range 30/120 ft., one target. Hit: 5 (ld6 + 2) piercing damage. C HAPTER 6 I FRIENDS AND FOES 2 91


292 DusK HAG Dusk hags resemble gnarled crones with shriveled orange skin, tangled gray hair, and eyes that burn like hot coals. They see visions of the future in their dreams, and their dark magic allows them to influence the dreams of others, sending messages or inflicting nightmares with a touch. Tales talk of ambitious wizards, frantic monarchs, and desperate heroes undertaking quests or making bargains with a dusk hag in exchange for its prophecies and visions of the future. But the information gained from a dusk hag often has a way of causing more pain than joy. Like all hags, dusk hags enjoy causing strife to those who bargain with them, and find ways to twist and turn promises to their own advantage. The Dusk Hag Prophecies table provides examples of the sort of dreams dusk hags might share with unsuspecting sleepers. DUSK HAG PROPH ECIES dlO Prophecy "A red hat approaches with ill intent. Be wary." 2 "A ship comes on a sea of bones, but treasure waits beh ind a si lver skull." 3 "Three days, three deaths, three eyes, three breaths." 4 " Doom falls on the peacock and the sparrow alike. Best be a raven." 5 "A white hand on a black field holds the golden key." 6 "Beware the black horse." 7 "The fish is your friend." 8 "The stairs downward lead to that which you seek." 9 " Look for two crossed swords. There your goal lies." 10 "If you see two crows, turn back. Beyond is death." C HAPTER 6 I FRIENDS AND FOES Medium fey, neutral evil Armor Class 17 (natural armor) Hit Points 82 (l 5d8 + 15) Speed 30 ft. STR 11 (+O) DEX 14 (+2) CON 12 (+l) Saving Throws Int +6, Wis +6 INT 17 (+3) WIS 16 (+3) Skills Deception +7, Insight +6, Perception +6 Condition Immunities bl inded, charmed, frightened Senses blindsight 60 ft., passive Perception 16 Languages Common, Giant, Infernal Challenge 6 (2,300 XP) CHA 18 (+4) Innate Spel/casting. The hag's spellcasting abil ity is Charisma (spell save DC 1 5). She can i nnately cast the following spells, req uiring no material components: At will: detect magic, disguise self 3/day each: dream, hypnotic pattern, sleep (9d8) l/day each: legend lore, scrying Magic Resistance. The hag has advantage on saving th rows against spells and other magical effects. ACTIONS Multiattack. The hag makes two N ightmare Touch attacks. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (ld6 + 2) slashing damage. Nightmare Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 18 (4d6 + 4) psychic damage. If the target is unconscious, it takes an extra 10 (3d6) psychic damage and is cursed until the hag dies or the curse is removed. The cu rsed creature's hit point maximum decreases by 5 (ldlO) whenever it finishes a long rest. R EACTIONS Dream Eater. When an unconscious creature the hag can see within 30 feet of her regains consciousness, the hag can force the creature to make a DC 15 Wisdom saving th row. Un less the save succeeds, the creature takes 11 (2dl0) psychic damage, and the hag regains hit poi nts equal to the amount of damage taken.


HOMUNCULI A homunculus is a construct servant created for certain tasks. Artificers and wizards are responsible for most of the homunculi in existence. Each kind of homunculus has a body constructed from different kinds of materials, including clay, iron, and bits of hair and feathers. The process that creates a homunculus sees those materials mixed with the creator's blood and animated through an extended magical ritual. Constructed Nature. A homunculus doesn't require air, food, drink, or sleep. EXPEDITIOUS MESSENGER An expeditious messenger is a speedy flier, designed to quickly carry messages for its creator. Their speedy and efficient attitude makes expeditious messengers quite chatty, and they natter on as fast as they move. These messengers come in a variety of forms, often looking like mechanical birds or sprites. IRON DEFENDER An iron defender fights for its creator. They come in many shapes and are often crafted in the form of animals. More creative artificers craft iron defenders in the shape of hybrid animals or other fantastical creatures. EXPEDITIOUS MESSENGER Tiny construct, neutral Armor Class 13 Hit Points 7 (2d4 + 2) Speed 25 ft., fly 60 ft. STR 6 (-2) DEX 16 (+3) CON 13 (+l ) Skills Acrobatics +5, Stealth +5 Damage Immunities poison INT 8 (-1) WIS 12 (+l) Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 11 Languages one language spoken by its creator Challenge 1/8 (25 XP) CHA 7 (-2) Flyby. The messenger doesn't provoke opportunity attacks when it flies out of an enemy's reach. Telepathic Bond. While the messenger is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can commun icate telepathical ly. ACTIONS Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (ld4 + 3) piercing damage. IRON DEFENDER Medium construct, neutral Armor Class 17 (natural armor) Hit Points 30 (4d8 + 1 2) Speed 40 ft. STR 16 (+3) DEX 14 (+2) CON 16 (+3) Skills Perception +3, Stealth +4 Damage Immunities poison INT 8 (-1) WIS 11 (+l) Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 13 IRON DEFENDER CHA 7 (-2) Languages understands the languages of its creator but can't speak Challenge 1 (200 XP) Keen Senses. The defender has advantage on Wisdom (Perception) checks. Telepathic Bond. While the defender is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathical ly. ACTIONS Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (ld6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength savi ng th row or take an extra 3 (ld6) piercing damage and be grappled (escape DC 1 3). The defender can have only one creature grappled in this way at a time. C HAPTER 6 I FRIENDS AND FOES 293


294 INSPIRED The rulers of distant Sarlona are known as the Inspired. These noble families are said to be bound to celestial spirits that guide and empower them, but the truth is far darker. The Inspired are the mortal hosts of the nightmare spirits of Dal Quor, and they carry out the foul agenda of the Dreaming Dark. . Any humanoid who can dream can volunteer to serve as a quori vessel. But the Inspired of Sarlona are humans bred to be such vessels. They have no choice in this destiny, since they can't resist quori possession. Physically, Inspired resemble the kalashtar, possessing an almost supernatural beauty. Most of the people of the Five Nations have heard of the Inspired lords in Riedra-never realizing that Inspired are spread throughout Khorvaire as well. Beggars and generals, mayors and merchants might all be secret servants of the Dreaming Dark. Such Inspired have to willingly accept quori possession, but the Dreaming Dark has long experience in weaving dreams that can convince mortals to surrender their bodies. VARIANT: QUORI VESSEL The Inspired are vessels for quori spirits, allowing the quori to manifest a portion of their power while the vessel is possessed. An I nspired can gain benefits depending on the type of quori possessing it. The quori also gains access to the l nspired's knowledge and featu res. HASH ALAQ Suggestion (3/Day). The I nspired can cast the suggestion spell (spell save DC 1 3), requiring no material components. KALARAQ All Around Vision. The I nspired can't be su rprised. Arcane Eye (3/Day). The I nspired can cast the arcane eye spell, requiring no material components. Tsu co RA Fear (1/Day). The Inspired can cast the fear spell (spell save DC 13), requiring no material components. INSPIRED Medium humanoid (human), lawful evil Armor Class 12 (15 with mage armor) Hit Points 40 (9d8) Speed 30 ft. STR 11 (+O) DEX 14 (+2) CON 10 (+O) Saving Throws Int +5, Wis +2 INT 16 (+3) WIS 10 (+O) Skills Deception +7, Insight +2, Persuasion +7 Damage Resistances psychic Condition Immunities charmed, frightened Senses passive Perception 10 Languages Common, Quori Challenge 2 (450 XP) CHA 16 (+3) Dual Mind. The I nspired has advantage on Wisdom saving th rows. CHAPTER 6 I FRIENDS AND FOES Innate Spel/casting (Psionics). The lnspired's spellcasting ability is I ntel ligence (spell save DC 1 3). It can innately cast the following spells, req uiring no material components: At will: mage hand, vicious mockery (see "Actions" below) l/day each: charm person, dissonant whispers, hex, hold person, mage armor ACTIONS Multiattack. The Inspired makes two crysteel dagger attacks. It can replace one attack with vicious mockery. Crysteel Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (ld4 + 2) piercing damage plus 10 (3d6) force damage. Vicious Mockery (Cantrip). The Inspired un leashes a stri ng of insults laced with subtle enchantments at one creature it can see within 60 feet of it. If the target can hear the Inspired, the target must succeed on a DC 13 Wisdom saving th row or take 2 (l d4) psychic damage and have d isadvantage on the next attack roll it makes before the end of its next turn.


KARRNATHI UNDEAD SOLDIER Undead soldiers form the elite core of the army of Karrnath. Fearless and tireless, they are a terrifying sight on the battlefield. With the end of the Last War, most Karrnathi undead have been sealed in vaults below the city of Atur. However, the Karrnathi army keeps numerous undead in its service, while others have been commandeered by the malevolent Order of the Emerald Claw. The Odakyr Rites. The nation of Karrnath has a proud martial heritage, and its soldiers are unmatched in discipline. But in the early years of the Last War, Karrnath was crippled by famine and plague. In desperation, King Kaius I embraced the Blood of Vol, whose priests bolstered the armies of Karrnath with undead. Initially, those skeletons and zombies required constant control and served as cannon fodder. Over decades, a high priest named Malevanor worked with the necromancers of the Blood of Vol to develop the Odakyr Rites, which grant Karrnathi undead the ability to make tactical decisions and operate without direct guidance. The Odakyr Rites work only when performed on the remains of a soldier slain in battle, and only in manifest zones tied to the plane of Mabar. The most significant such zones in Karrnath exist in the cities of Atur and Odakyr (now called Fort Bones). The number of Karrnathi undead soldiers steadily increased over the course of the war, with the losses of Karrnath's living troops offset by the recovery and raising of their remains. Malevanor claimed that Karrnathi undead are animated and granted intelligence by the patriotic spirit of Karrnath. However, many Karrns fear that the undead are vessels for a darker power-and that Lady Illmarrow or someone else will turn the undead against the living. Intelligent and Inhuman. Karrnathi undead bear little resemblance to the people they were in life. These undead are content to stand motionless and silent for days. They show no emotion, and certainly no mercy or KARRNATHI UNDEAD SOLDIER Medium undead, lawful evil Armor Class 17 (half plate) Hit Points 52 (7d8 + 21) Speed 30 ft. STR 16 (+3) DEX 14 (+2) CON 16 (+3) Skills Athletics +5, Perception +3 Damage Resistances cold, poison INT 12 (+l) WIS 13 (+l) Condition Immunities charmed, frightened, poisoned Senses darkvision 60 ft., passive Perception 13 Languages Common Challenge 3 (700 XP) CHA 5 (-3) Pack Tactics. The soldier has advantage on an attack roll against a creature if at least one of the soldier's allies is within 5 feet of the creature and the ally isn't incapacitated. • • compassion. Undead soldiers kill any opposing forcesincluding civilians among those forces-unless given explicit instructions to the contrary. A few exceptional Karrnathi undead retain their individuality and the memories of their former lives. Such undead are often found as champions of the Blood of Vol or agents of the Order of the Emerald Claw. Undead Nature. A Karrnathi undead soldier doesn't require air, food, drink, or sleep. Undead Fortitude. If damage reduces the soldier to 0 hit points, it must make a Constitution savi ng throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the soldier drops to 1 hit point i nstead. ACTI ONS Multiattack. The soldier attacks three times with one of its weapons. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (ld8 + 3) slashing damage, or 8 (ldlO + 3) slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +4 to hit, range 1 50/600 ft., one target. Hit: 6 (ld8 + 2) piercing damage. REACTIONS Parry. The soldier adds 3 to its AC against one melee attack that would hit it. To do so, the soldier must see the attacker and be wielding a melee weapon. CHAPTER 6 I FRIENDS AND FOES 295


296 LADY lLLMARROW Lady Illmarrow is a legend-an ancient lich said to dwell in a castle of bone and ice in the coldest regions of the Lhazaar Principalities. Some stories say that she is served by a legion of undead and that she maintains a court of vampires and ghosts in her palace of ice. Other tales claim that when anyone dies in Lhazaar, Illmarrow chooses whether to take their soul before it passes on to the Keeper and Dolurrh. But Lady Illmarrow is no folk tale. She is the greatest necromancer in Eberron, and after centuries of silence, she is setting ancient plots into motion at last. She is the power behind the Order of the Emerald Claw, but her motives for founding the order are buried in her past. Lady Illmarrow has no interest in ruling the living. Rather, she seeks to become Queen of the Dead. The Mark of Death. Illmarrow is a fiefdom on the isle of Farlnen-home to a community of elves exiled from Aerenal, who have practiced necromancy for centuries. But Lady Illmarrow's roots extend far beyond her island domain. Long ago, it was revealed that the elven line of Vol-a house that practiced the art of necromancy and bore the Dragonmark of Death-was engaged in secret blood rites with a clan of dragons. The discovery of this pact triggered an unprecedented alliance between the Sibling Kings of Aerenal and the dragons of Argonnessen. The Sibling Kings proclaimed that House Vol would be exterminated to the last member, and the Mark of Death would be eliminated from the world. C HAPTER 6 I FRIENDS AND FOES The line of Vol had long been rivals of the Undying Court, and many whisper even today that the attack on House Vol was nothing more than an excuse to eliminate a political rival. But others believe that what the Undying Court truly feared was a path shown in the Draconic Prophecy-that a child born of dragon and elf could become a godlike avatar of death. 11/marrow Rises. Even as dragons and elves fought to destroy the line of Vol, a child was born to the house: Erandis. A scion of elf and dragon, Erandis bore a Mark of Death unlike any other. In time, it might have been her gateway to immortality and unrivaled power, but she was hunted down and killed long before she could master the mark's magic. Her mother, Minara Vol, escaped with her daughter's body to the icy reaches of Farin en, far from the conflict. There, Minara unleashed all her necromantic power to raise Erandis as a lich. As an undead being, Erandis lost the use of her dragonmark. Thus, when the diviners of Aerenal asked if the line of Vol had been exterminated and the Mark of Death destroyed, they received a vision affirming that the bloodline of Vol was no more. To the world, the last survivor of that bloodline is known as Lady Illmarrow. But in truth, she is Erandis Vol, heir to the Mark of Death. Trapped in Undeath. When Minara restored Erandis as a lich, she hid her daughter's phylactery, weaving enchantments into it that cause Erandis to be reborn in a random safe haven after she is destroyed. Thus, even Erandis herself doesn't know the location or form of her phylactery.


Restoring the Mark. Though she takes great pleasure in fighting the dragons and elves who destroyed her ancestors, Lady Illmarrow has a more important goal: restoring her dragonmark and unlocking godlike powers. The agents of the Emerald Claw who serve her fight either for the good of Karrnath or for personal gain, but Illmarrow cares for nothing except increasing her necromantic knowledge and finding a way to restore her lost mark. LADY lLLMARROW Medium undead, neutral evil Armor Class 19 (natural armor) Hit Points 1 99 (2ld8 + 105) Speed 30 ft., fly 40 ft. STR 16 (+3) DEX 16 (+3) CON 20 (+5) INT 27 (+8) Saving Throws Con +1 2, Int +1 5, Wis +1 2 WIS 21 (+5) CHA 24 (+7) Skills Arcana +15, History +1 5, Insight +1 2, Perception +1 2 Damage Resistances cold, lightn ing Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities bli nded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stu nned Senses truesight 1 20 ft., passive perception 22 Languages Common, Draconic, Elvish Challenge 22 (41 ,000 XP) Legendary Resistance (3/Day). If lllma rrow fails a savi ng throw, she can choose to succeed instead. Magic Resistance. Ill marrow has advantage on saving th rows against spells and other magical effects. Rejuvenation. Ill marrow's body turns to dust when she drops to 0 hit points, and her equipment is left behind. She gains a new body after ldlO days, regaining all her hit points and becoming active again. The new body appears within two hundred mi les of the location at which she was destroyed. Spellcasting. l l lmarrow is a 20th-level spel lcaster. Her spellcasting abil ity is I ntell igence (spell save DC 23, +1 5 to hit with spell attacks). Ill marrow has the fol lowing wizard spells prepared: Cantrips (at will): chill touch (see "Actions" below),.fire bolt, mage hand, prestidigitation, ray of frost l st level (4 slots): magic missile, shield, sleep 2nd level (3 slots): blur, detect thoughts, mirror image 3rd level (3 slots): animate dead, counterspell,fireball,jly, lightning bolt 4th level (3 slots): blight, confusion, polymorph 5th level (3 slots): cloudkill, cone of cold, hold monster, scrying 6th level (2 slots): chain lightning, circle of death, create undead 7th level (2 slots): finger of death,forcecage, prismatic spray 8th level (l slot): incendiary cloud, maze 9th level (l slot): power word kill, time stop LADY I LLMAR ROW AND THE B LOOD OF VO L The Blood of Vol and Lady Ill marrow are both legacies of the line of Vol, but they aren't one and the same. As far as the world knows, the line of Vol was exterminated. Followers of the Blood of Vol who have heard of Lady lllmarrow bel ieve that she's a champion of their faith, but they don't worship or serve her. And the powers of priests of the Blood ofVol don't come from Lady lllmarrow. ACTI ONS Chill Touch (Cantrip). Ranged Spell Attack: + 15 to h it, range 1 20 ft., one creature. Hit: 18 (4d8) necrotic damage, and the target can't regain hit poi nts until the start of Ill marrow's next turn. If the target is u ndead, it also has disadvantage on attack rolls against lllmarrow until the end of her next turn. Paralyzing Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 13 (3d6 + 3) slashing damage plus 10 (3d6) cold damage, and the target must succeed on a DC 20 Constitution saving throw or be paralyzed for l mi nute. The target can repeat the savi ng throw at the end of each of its turns, ending the effect on itself on a success. Poison Breath (Recharge 5-6). Ill marrow exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 20 Constitution saving th row. On a failed save, a creature takes 35 (10d6) poison damage and is poisoned for l minute. While poisoned in this way, the creature can't regain hit points. On a successful save, the creature takes half as much damage and isn't poisoned. A humanoid reduced to 0 hit points by this damage dies and rises at the start of Ill marrow's next turn as a zombie (see its entry in the Monster Manual). The zombie acts immediately after lllmarrow in the initiative count and is permanently under her command, fol lowing her verbal orders. LEGENDARY ACTIONS Ill marrow can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Ill marrow regains spent legendary actions at the start of her turn. Cantrip. Ill marrow casts a cantrip. Paralyzing Claw. ll lmarrow uses her Paralyzing Claw. Frightening Presence (Costs 2 Actions). Ill marrow targets up to three creatures she can see within 30 feet of her. Each target must succeed on a DC 20 Wisdom saving th row or be frightened for l minute. A frightened target can repeat the savi ng throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immu ne to I II marrow's Frightening Presence for the next 24 hours. Poison Breath (Costs 3 Actions). l l lmarrow recharges her Poison Breath and uses it. C HAPTER 6 I FRIENDS AND FOES 297


LIVING SPELLS Of all the anomalies that emerged from the magical cataclysm that created the Mournland, the appearance of living spells might be the most mysterious. In some unknown fashion, the magical energy unleashed during the Last War caused spell effects to take on sentience. A living spell appears much like a normal spell effect, except that its magical energy endures indefinitely. Living spells haunt the Mournland and other areas blasted by the Last War, somehow subsisting on ambient magical energy as they writhe and across the landscape. Though they have no need for sustenance, they attack any creatures they come into contact with, lashing out indiscriminately with their corrupted magic. Constructed Nature. A living spell doesn't require air, food, drink, or sleep. CUSTOMIZING A LIVING SPELL Living spells come in many varieties; the stat blocks here are three examples. Living spells most often manifest from evocation and conjuration spells. To make a living spell from a different spell, choose a damage-dealing evocation or conjuration spell from the wizard spell list of up to 5th level. Then consult the Living Spell Customization table to see which stat block to customize, based on the chosen spell's level. LIVI NG SPELL CUSTOMIZATION Spell Level 1 -2 3-4 5 Stat Block to Customize Living burning hands Living lightning bolt Living cloud kill Now make the following changes to that stat block: Damage Immunity. Replace the living spell's damage immunity with immunity to the type (or types) of damage dealt by the chosen spell. Magical Strike. Replace the damage that Magical Strike deals with one type of damage dealt by the chosen spell. Spell Mimicry. Replace the effect of Spell Mimicry with the effect of the chosen spell. If that spell requires a saving throw, use spell save DC from the replaced spell, and if the spell involves an attack roll, use the attack bonus from the living spell's Magical Strike. For example, if you turn fireball (a 3rd-level spell) into a living spell, customize the living lightning bolt. The living fireball has immunity to fire damage, instead of lightning damage; deals fire damage with its Magical Strike; and replicates fireball with Spell Mimicry. C HAPTER 6 I FRIENDS AND FOES LIVING BURNING HANDS Medium construct, unaligned Armor Class 15 (natural armor) Hit Points 15 (2d8 + 6) Speed 25 ft., fly 25 ft. (hover) STR 10 (+0) DEX 12 (+l) CON 16 (+3) INT 3 (-4) WIS 6 (-2) CHA 6 (-2) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire Condition Immunities bli nded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone Senses darkvision 60 ft., passive Perception 8 Languages - Challenge l (200 XP) Amorphous. The living spel l can move through a space as narrow as l inch wide without sq ueezing. Magic Resistance. The living spell has advantage on saving th rows against spells and other magical effects. ACTIONS Magical Strike. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (ld6 + 3) fire damage. Spell Mimicry (Recharge 5-6). The living spell unleashes a thin sheet of flames in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving th row, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.


LIVING LIGHTNING BOLT Large construct, unaligned Armor Class 15 (natural armor) Hit Points 57 (6dl0 + 24) Speed 25 ft., fly 25 ft. (hover) STR 10 (+O) DEX 15 (+2) CON 18 (+4) INT 3 (-4) WIS 10 (+O) CHA 6 (-2) Damage Resistances bludgeoning, pierci ng, and slashing from nonmagical attacks Damage Immunities lightn ing Condition Immunities bli nded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone Senses darkvision 60 ft., passive Perception 10 Languages - Challenge 5 (l ,800 XP) Amorphous. The living spell can move through a space as narrow as 1 inch wide without squeezing. Magic Resistance. The living spell has advantage on savi ng th rows against spells and other magical effects. ACTIONS Multiattack. The living spell makes two Magical Strike attacks. Magical Strike. Melee Spell Attack: +7 to hit, reach 10 ft., one target. Hit: 21 (5d6 + 4) lightning damage. Spell Mimicry (Recharge 5-6). The living spell un leashes a stroke of lightning in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 15 Dexterity savi ng throw, taking 28 (8d6) lightn ing damage on a failed save, or half as much damage on a successful one. LIVING CLOUDKILL Large construct, unaligned Armor Class 15 (natu ral armor) Hit Points 73 (7dl0 + 35) Speed 25 ft., fly 25 ft. (hover) STR 10 (+O) DEX 15 (+2) CON 14 (+2) INT 3 (-4) WIS 11 (+O) CHA 6 (-2) Damage Resistances bludgeoni ng, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities blinded, charmed, deafened, exhaustion , frightened, grappled, poisoned, prone Senses darkvision 60 ft., passive Perception 10 Languages - Challenge 7 (2,900 XP) Amorphous. The living spell can move through a space as narrow as 1 inch wide without squeezing. Magic Resistance. The living spell has advantage on savi ng th rows against spells and other magical effects. ACTI ONS Multiattack. The living spell makes two Magical Strike attacks. Magical Strike. Melee Weapon Attack: +8 to h it, reach 10 ft., one target. Hit: 22 (5d6 + 5) poison damage. Spell Mimicry (Recharge 5-6). The living spell creates a 40-foot-diameter sphere of fog within 60 feet of it (the fog spreads around corners). When a creature enters the fog for the fi rst time on a turn or starts its turn there, it must make a DC 16 Constitution savi ng th row, taking 22 (5d8) poison damage on a failed save, or half as m uch damage on a successful one. The fog moves 10 feet away from the living spell at the start of each of its turns, rol ling along the ground and through openings. The fog lasts for 10 minutes or until the living spel l's concentration ends (as if concentrating on a spell). C HAPTER 6 I FRIENDS AND FOES 299


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